Please post bugs in this thread for v1.51 (out shortly)
Please check the Known Issues post before posting so see if the problem has already been identified. 'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.
Please do not post bugs from previous versions unless they are also present in v1.51.
When you post, please post as much information as possible, including the function number, the complete error text, the window affected, what you were doing at the time, if this was a conventional start and if this was a random stars game. Also if the bug is easy to reproduce, intermittent or a one-off. If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well.
Not sure if this is WAI, not implemented, or a bug.
Ground forces on a jungle rift valley world (Fortification multiplier 2. 25?) won't build up fortification beyond 6 (infantry with construction guys in the formation)
I was under the understanding that the fort multiplier was an additional ability to extend the fortification, so it should be going to 13. 5
Again, not sure if maybe I'm missing something somewhere.
I guess still not STO then.
I've reported this bug before, but it seems to have persisted.
Clean install, Federated Nations save bundled with the V 1.50 DB. I have attached the DB and a screenshot of the bug.
Company HQ unit is rated at 5,000; Company HQ unit in Company HQ formation is rated at 5.
Quote from: HeroicHan link=topic=10756. msg123598#msg123598 date=1586992578Not sure if this is WAI, not implemented, or a bug.
Ground forces on a jungle rift valley world (Fortification multiplier 2. 25?) won't build up fortification beyond 6 (infantry with construction guys in the formation)
I was under the understanding that the fort multiplier was an additional ability to extend the fortification, so it should be going to 13. 5
Again, not sure if maybe I'm missing something somewhere.
The planet terrain is a multiplier to the fortification of the ground units, not a maximum.
Quote from: Steve Walmsley link=topic=10756. msg123602#msg123602 date=1586992781Quote from: HeroicHan link=topic=10756. msg123598#msg123598 date=1586992578Not sure if this is WAI, not implemented, or a bug.
Ground forces on a jungle rift valley world (Fortification multiplier 2. 25?) won't build up fortification beyond 6 (infantry with construction guys in the formation)
I was under the understanding that the fort multiplier was an additional ability to extend the fortification, so it should be going to 13. 5
Again, not sure if maybe I'm missing something somewhere.
The planet terrain is a multiplier to the fortification of the ground units, not a maximum.
Ok. So I was just misinterpreting the rules. Thankyou Steve for all your hard work!
I guess still not STO then.
I fixed STO. They are working in v1.5.1
Function #1616: Object reference not set to an instance of an object.
Occurs immediately after starting a new game with 0 player races.
Edit: Also, once generation is complete, scrolling the mousewheel to zoom the (blank) map also spams this same error.
https://drive.google.com/open?id=1K917C9oyTqJzS81T8QNvwtkrGlE0x1YN
Function #1616: Object reference not set to an instance of an object.I was just coming here to post the same error.
Occurs immediately after starting a new game with 0 player races.
Edit: Also, once generation is complete, scrolling the mousewheel to zoom the (blank) map also spams this same error.
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.
This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):
(https://i.imgur.com/fU4yOVm.png)
My game has become immensely slow when I'm zoomed in at my home planet. I don't know what's causing it. Here's my DB:
You can't set a continuous capacity upgrade shipyard task of more than a 2,000 ton (military) or 10,000 ton (commercial) increase.
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.
This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):
I don't think it's a bug. Let me rephrase is a missing bit:
So in Aurora VB6 you were able to set the speed something I cannot find currently in Aurora C#. There is though a Flagging option to Use maximum speed.
So what is happening now is that your ship is coming out of Overhaul at 1kms speed (you can see it at your 3rd line in the screenshot provided) and as soon as you issue the order the ship will reach max speed and adjust the ETA accordingly. So, for instance, this is absolutely perfect.
How to fix: Either you find (and if there isn't we add it) the set speed and adjust it manually so that you'll be able to actually see the current ETA based on the speed you require or Steve will have to ensure that every ship coming out of overhaul are going to be set at max speed by default.
EDIT: Actually there is, see attached. Just set the speed manually. The getting out of overhaul with full speed could be considered a QOL then rather than a bug.
Pressing Auto Fleet FC for this fleet / fighters does nothing:
(https://i.imgur.com/aBv3fxy.png)
The auto target options are also not working.
Pressing Auto Fleet FC for this fleet / fighters does nothing:
(https://i.imgur.com/aBv3fxy.png)
The auto target options are also not working.
Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.
This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):
I don't think it's a bug. Let me rephrase is a missing bit:
So in Aurora VB6 you were able to set the speed something I cannot find currently in Aurora C#. There is though a Flagging option to Use maximum speed.
So what is happening now is that your ship is coming out of Overhaul at 1kms speed (you can see it at your 3rd line in the screenshot provided) and as soon as you issue the order the ship will reach max speed and adjust the ETA accordingly. So, for instance, this is absolutely perfect.
How to fix: Either you find (and if there isn't we add it) the set speed and adjust it manually so that you'll be able to actually see the current ETA based on the speed you require or Steve will have to ensure that every ship coming out of overhaul are going to be set at max speed by default.
EDIT: Actually there is, see attached. Just set the speed manually. The getting out of overhaul with full speed could be considered a QOL then rather than a bug.
It's a bug. My fleet is set to "Use Maximum Speed", yet it doesn't when it comes out of overhaul, even if you move time intervals forward. It stays at 1km/sec as described in the bug report until it receives a movement order and time is progressed. This bug further causes a completely wrong Travel Time Required to be shown.
It's working as "programmed", yes, but surely not as designed.
At some point between v1.50 and v1.51, some of my ground units completely vanished. I have no idea where they went. In this screenshot, the 5th thru 20th Colonial Garrisons have vanished.
I definitely built them, but they are nowhere to be found. They're not hiding on any troop transports. None of my ground commanders are leading any of the ghost units. There's been no ground combat in my game so far.
I'm not sure exactly when they disappeared. I started this game on v1.50, built the units, then later upgraded to v1.51 and played for a while. Then I noticed they were missing.
They are not STO units. All of the formation templates are made from this same unit:
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.
This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):
I don't think it's a bug. Let me rephrase is a missing bit:
So in Aurora VB6 you were able to set the speed something I cannot find currently in Aurora C#. There is though a Flagging option to Use maximum speed.
So what is happening now is that your ship is coming out of Overhaul at 1kms speed (you can see it at your 3rd line in the screenshot provided) and as soon as you issue the order the ship will reach max speed and adjust the ETA accordingly. So, for instance, this is absolutely perfect.
How to fix: Either you find (and if there isn't we add it) the set speed and adjust it manually so that you'll be able to actually see the current ETA based on the speed you require or Steve will have to ensure that every ship coming out of overhaul are going to be set at max speed by default.
EDIT: Actually there is, see attached. Just set the speed manually. The getting out of overhaul with full speed could be considered a QOL then rather than a bug.
It's a bug. My fleet is set to "Use Maximum Speed", yet it doesn't when it comes out of overhaul, even if you move time intervals forward. It stays at 1km/sec as described in the bug report until it receives a movement order and time is progressed. This bug further causes a completely wrong Travel Time Required to be shown.
It's working as "programmed", yes, but surely not as designed.
I cannot replicate. I mean I do get 1km/s and The use Maximum speed is to ensure the ship going to max speed when you issue an order. However, when my ship is out of overhaul I click on the set speed button, I set it to the max I have for that ship (2000km/s) and it's all good. the only problem I see is that it doesn't update in real-time but you have to close and reopen the screen to get the right calculation.
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.Thats working as intended. Small coloies get a bonus to Manufacturing efficiency, which reduces as the colonies Service industry increases to its 'normal' 70% as the colony grows.
Screenshots below. Note the manufacturing population decreases, while the total population increases:
(https://i.imgur.com/kMPpLsm.png)
(https://i.imgur.com/blBKwRV.png)
The planet's got a max capacity of 978 million, and a habitability of 6.
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.Thats working as intended. Small coloies get a bonus to Manufacturing efficiency, which reduces as the colonies Service industry increases to its 'normal' 70% as the colony grows.
Screenshots below. Note the manufacturing population decreases, while the total population increases:
(https://i.imgur.com/kMPpLsm.png)
(https://i.imgur.com/blBKwRV.png)
The planet's got a max capacity of 978 million, and a habitability of 6.
Your big problem here is a colony cost 6 world requiring 36.5% for Agriculture and enviromental. On a perfect world thats 5%, and as I recall each addittional 1 colony cost adds 5% more environmental requirement. Anything above 5% and you basically have no manufacturing population. You should automate as much of that colonies industry as possible, and tack on some orbital habitats as they're locked to 5% agriculture and 70% service for the additional population added . You'll see the percentages change as more habitats are added, though it would need to be a lot for a colony with 100+million people.
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.Thats working as intended. Small coloies get a bonus to Manufacturing efficiency, which reduces as the colonies Service industry increases to its 'normal' 70% as the colony grows.
Screenshots below. Note the manufacturing population decreases, while the total population increases:
(https://i.imgur.com/kMPpLsm.png)
(https://i.imgur.com/blBKwRV.png)
The planet's got a max capacity of 978 million, and a habitability of 6.
Your big problem here is a colony cost 6 world requiring 36.5% for Agriculture and enviromental. On a perfect world thats 5%, and as I recall each addittional 1 colony cost adds 5% more environmental requirement. Anything above 5% and you basically have no manufacturing population. You should automate as much of that colonies industry as possible, and tack on some orbital habitats as they're locked to 5% agriculture and 70% service for the additional population added . You'll see the percentages change as more habitats are added, though it would need to be a lot for a colony with 100+million people.
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.Thats working as intended. Small coloies get a bonus to Manufacturing efficiency, which reduces as the colonies Service industry increases to its 'normal' 70% as the colony grows.
Screenshots below. Note the manufacturing population decreases, while the total population increases:
(https://i.imgur.com/kMPpLsm.png)
(https://i.imgur.com/blBKwRV.png)
The planet's got a max capacity of 978 million, and a habitability of 6.
Your big problem here is a colony cost 6 world requiring 36.5% for Agriculture and enviromental. On a perfect world thats 5%, and as I recall each addittional 1 colony cost adds 5% more environmental requirement. Anything above 5% and you basically have no manufacturing population. You should automate as much of that colonies industry as possible, and tack on some orbital habitats as they're locked to 5% agriculture and 70% service for the additional population added . You'll see the percentages change as more habitats are added, though it would need to be a lot for a colony with 100+million people.
Here's an example of the same colony with 500m people. The problem is the colony cost, which causes the manufacturing percentage to eventually go to zero if ag percentage is above 70%. There should be a minimum of say 5% manufacturing jobs when all else is considered to prevent this, otherwise worlds with an agriculture percentage of 30% or more will always converge to 0 workers.
(https://i.imgur.com/DJq9NeZ.png)
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.Thats working as intended. Small coloies get a bonus to Manufacturing efficiency, which reduces as the colonies Service industry increases to its 'normal' 70% as the colony grows.
Screenshots below. Note the manufacturing population decreases, while the total population increases:
(https://i.imgur.com/kMPpLsm.png)
(https://i.imgur.com/blBKwRV.png)
The planet's got a max capacity of 978 million, and a habitability of 6.
Your big problem here is a colony cost 6 world requiring 36.5% for Agriculture and enviromental. On a perfect world thats 5%, and as I recall each addittional 1 colony cost adds 5% more environmental requirement. Anything above 5% and you basically have no manufacturing population. You should automate as much of that colonies industry as possible, and tack on some orbital habitats as they're locked to 5% agriculture and 70% service for the additional population added . You'll see the percentages change as more habitats are added, though it would need to be a lot for a colony with 100+million people.
Here's an example of the same colony with 500m people. The problem is the colony cost, which causes the manufacturing percentage to eventually go to zero if ag percentage is above 70%. There should be a minimum of say 5% manufacturing jobs when all else is considered to prevent this, otherwise worlds with an agriculture percentage of 30% or more will always converge to 0 workers.
(https://i.imgur.com/DJq9NeZ.png)
Yes, as it should.
Some worlds are to inhospitable to colonize without terraforming. Same in VB6. I just tested it now
Pressing Auto Fleet FC for this fleet / fighters does nothing:
(https://i.imgur.com/aBv3fxy.png)
The auto target options are also not working.
Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.
After the screen shot I moved my fighters into range of the enemy ships and tried auto target and it did not work after I manually assigned the FC's to the weapons.
.../snip
Yes, as it should.
Some worlds are to inhospitable to colonize without terraforming. Same in VB6. I just tested it now
Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though. There should be a minimum.
(https://i. imgur. com/jvUXs8y. png)
There seems to be some error in move-to-fleet orders. This survey ship ran out of fuel; it took a few months for a tanker to arrive but when it did it stopped a few million KM short of its destination.
In the "Civilian Economy" tab, should it not be possible to select "Stable - not destination or Source" for all colonies, not just Home World?
For my tiny AM-colonies I don't want civvies running around setting up weird shops and whatnot - but I still want to use the Supply-demand functions with cargo.
Refitting ships still dosent seem to work.
I retooled a shipyard to a newer version of a ship and wanted to update the old version via refitting, but the ship list is empty.
I didn't see any response on this in the v1. 50 bug thread and it's still in v1. 51, so maybe it was overlooked.
The behaviour of mass drivers has changed compared to VB6 Aurora. They now transfer resources starting from the top and work their way down instead of spreading the capacity over the minerals. I was just wondering if this change in behaviour was intentional as I don't see it mentioned anywhere.
Also wanted to say thanks to Steve, you're doing a great job addressing all these bug so swiftly.
You have a blank medal image for Survey Medal. You also have eight additional identical survey medals with the same image.
I've changed the code to give warnings for blank images rather than you losing the whole list. This will be in the patch after 1.5.1.
I actually know what is going on. If you have multiple windows click on create does not create the tech under the proper tech but under the tab of the selected window. I have attached other 2 screenshots should make it clear.
In the bug pic, you see the main window selected is the engine one but I am clicking create of the EM window highlighted as well in the image. The result is a tech with EM name but effectively is an engine.
Refueling and resupply under way still does not seem to work even with the tech well researched.It worked when I tested it in 1.4. I used dedicated Tanker and Supply ships to refuel and replenish supplies in another fleet without any major problems. The only thing I was unable to do is to do all those things without merging with a target fleet. It seems you have to join fleets if you want to replenish.
Pressing Auto Fleet FC for this fleet / fighters does nothing:
(https://i.imgur.com/aBv3fxy.png)
The auto target options are also not working.
Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.
After the screen shot I moved my fighters into range of the enemy ships and tried auto target and it did not work after I manually assigned the FC's to the weapons.
Yes but did you set the race to hostile? In the diplomacy screen?
I didn't see any response on this in the v1. 50 bug thread and it's still in v1. 51, so maybe it was overlooked.
The behaviour of mass drivers has changed compared to VB6 Aurora. They now transfer resources starting from the top and work their way down instead of spreading the capacity over the minerals. I was just wondering if this change in behaviour was intentional as I don't see it mentioned anywhere.
Also wanted to say thanks to Steve, you're doing a great job addressing all these bug so swiftly.
I guess still not STO then.
I fixed STO. They are working in v1.5.1
you may update the know issues board when you have 5 min then.
I have had a bug twice now with the terraforming.
I can't exactly replicate it but it seems to happen after trying to remove a type of gas from the atmosphere of a planet.
Randomly after one increment the game removes all of that type of gas from the planet.
Happen once on mars with greenhouse gas -> had around 0. 25 in atmos wanted to change to 0. 24
Game remove all gas.
Same on mercury with anti greenhouse gas -> had around 0. 70 want to change to 0. 68.
Game again remove all.
Both times it happened within 30 day increment
I am not sure if this is bug or somting on my side. But today I am running Aurora on my laptop, the resolution is 1920x1080 but Class Design window is strangely cut off. Other windows are working fine:Thats really weird, What happens when you turn on wide mode and then off again?
(https://i.ibb.co/3BnGYX1/cut-window.png) (https://ibb.co/3BnGYX1)
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.
Is this intended btw? Do jump engines cost a lot of maintenance/fail a lot or is it some sort of bug that it always seems to be the jump engines breaking down.
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.
Is this intended btw? Do jump engines cost a lot of maintenance/fail a lot or is it some sort of bug that it always seems to be the jump engines breaking down.
Jump engines and conventional engines typically make up the bulk of a ships maintenance requirement. Yet with said, you're right that maintenance failures seem to actually occur in a specific order rather than a random component failure. Every failure on my survey ships seems to go in the order of
#1 Jump Engine
#2 Diplomacy Module
#3 Conventional Engines
MINOR
In the Class screen, when you put a period (.) in deployment time without first putting a 0 in, you get this message.
"Unhandled exception has occurred in you application."
You can click continue and keep playing the game, so it isn't too major of a concern.
************** Exception Text **************Off-Topic: show
Low gravity (LG) colonies do not produce their own low gravity infrastructure despite the 'wealth/trade' tab stating they do, not produced for either trade or self use. Tested multiple times on multiple bodies with both small and large population over long period of time (multiple decades).
Considering non LG colonies do produce their own infrastructure for self use or trade, I assume one of them is not working as intended, likely the LG one?
This has existed since version 1. 0.
Low gravity (LG) colonies do not produce their own low gravity infrastructure . . . .
Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though. There should be a minimum.
why?
It's not that they don't produce anything on the planet. It's just nothing available for military production.
Still bunch trade goods being made
IIRC the idea is that not all habital space on a planet is equal. Your first 100 settle next to a cozy hot spring, but the next 900 don't fit there anymore, have to sit on the exposed hill and now everybody has to chop firewood 24/7 to keep them warm.Quote from: Resand link=topic=10756. msg123747#msg123747 date=1587021805Quote from: Vivalas link=topic=10756. msg123744#msg123744 date=1587021314
Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though. There should be a minimum.
why?
It's not that they don't produce anything on the planet. It's just nothing available for military production.
Still bunch trade goods being made
It doesn't make a lot of sense that if i have 100 workers, 90 are needed to make food (and other support items) for all 100. But if I have 1000 workers, it takes all of them to make the suppport items, with none left over.
V1.5
I wasn't fast enough to post in 1.5 bugs board.
While you can create a new top ground forces rank. You don't seem to be able to actually promote anyone into them...
In SM mode, I cant promote any commanders beyond the 8 limit that Aurora comes pre-installed with.
This is not the case with Naval Commanders, as you can create as many of those as you want and promote everyone all the way up the chain
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.
Is this intended btw? Do jump engines cost a lot of maintenance/fail a lot or is it some sort of bug that it always seems to be the jump engines breaking down.
Jump engines and conventional engines typically make up the bulk of a ships maintenance requirement. Yet with that said, you're right that maintenance failures seem to actually occur in a specific order rather than a random component failure. Every failure on my survey ships seems to go in the order of
#1 Jump Engine
#2 Diplomacy Module
#3 Conventional Engines
On a completely separate note, you might want to examine the size of the instant-build pool for new games. I don't know exactly how you tend to approach the "balance" of new games, but I used about 25% of the points before I noticed that I had 300k tons of military ships and only 150k tons of maintenance capacity. Perhaps ships are cheaper than expected (the cheaper fuel tanks perhaps, or just because of the low tech level), or perhaps there are just too many points given out. Hard for me to say which. Another idea might be to allow us to spend those points on infrastructure, so that we could decide between a few extra research labs and just a few ships or a few extra maintenance facilities to support more ships.
I am not sure if this is bug or somting on my side. But today I am running Aurora on my laptop, the resolution is 1920x1080 but Class Design window is strangely cut off. Other windows are working fine:Thats really weird, What happens when you turn on wide mode and then off again?
(https://i.ibb.co/3BnGYX1/cut-window.png) (https://ibb.co/3BnGYX1)
Edit: That screenshot is really big, the Class design window should only be 1440x900. Does your screen have scaling set to 125% by any chance?
I've noticed a LOT of my survey jump drives breaking down, to the point where I originally thought it was a possible bug, too. But I think it's selection bias: during a survey ship's 10-year lifetime, you don't care about random small subsystems breaking down that get repaired instantly. But when a survey ship loses its jump drive while it's low on MSP, then you notice it because it suddenly can't jump back home from the outer reaches.
There is actually a reasonable and quick "fix": Add "if Supply Points less than 30% / 40% / 50%" conditional order conditions just like we have for fuel now. :)
I mentioned this in the other thread by accident but double-clicking to add a multipart order like load a particular construction or unit doesn't work.
Also, order templates wipe out all other queued orders. I understand this isn't strictly a bug, but it would be to be able to queue one order and then apply a template to execute after as in VB6.
I mentioned this in the other thread by accident but double-clicking to add a multipart order like load a particular construction or unit doesn't work.
Also, order templates wipe out all other queued orders. I understand this isn't strictly a bug, but it would be to be able to queue one order and then apply a template to execute after as in VB6.
Double-clicking added to multi-part order
Template is WAI. Otherwise, the template might contradict existing orders and I don't want to have to debug that. Auto-route will work with existing orders though.
https://i.imgur.com/uau7QWp.mp4
The class designer doesn't prevent or warn you from adding multiple types of engines to a single class.
The class designer doesn't prevent or warn you from adding multiple types of engines to a single class.
Fixed.
In my latest test game, I encountered this during a production cycle:
Function #2664: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index
Followed by:
Function #2662: Object reference not set to an instance of an object.
Database is attached.
I know its not really a bug and more of a sacrifice for faster delivery, but I only have a single monitor and alt tabbing to my events every time cycle (and not being able to autorun time cycles in case I miss an event) is limiting my enjoyment of the game. I don't have a second monitor to have my events always up. It would be nice if events could be fixed to show on the main screen.
Marking fighters obsolete doesn't work.
Just noticed, the change rank window has a labelless checkbox:
(https://i.imgur.com/i9NTUYh.png)
Not sure if this is a bug or intended behaviour but commanders aren't being auto-assigned if a commander without the appropriate bonus is not available. Have more freighters than commanders with a logistics bonus, then some freighters will not get a commander auto-assigned even though there are commanders available (without a bonus).
~snipYeah I ran into this yesterday.
In the Naval Org orders screen, double-clicking on an Auto-Route system name should add the route move order. Currently, double-clicking does nothing and you must click the system name and then click the "Add Move" button at the bottom to add the order. For clarity, this is the screen in question:
I'm concerned about how this will interact with screen readers because when I arrow up and down the list of orders it does the equivalent of single-clicking each one. Double-click would be more consistent.In the Naval Org orders screen, double-clicking on an Auto-Route system name should add the route move order. Currently, double-clicking does nothing and you must click the system name and then click the "Add Move" button at the bottom to add the order. For clarity, this is the screen in question:
I've made this and Template single-click as there is nothing else to do post-click.
Quote from: DFNewb link=topic=10756. msg124019#msg124019 date=1587055351~snipYeah I ran into this yesterday.
Quote from: Nori link=topic=10756. msg124020#msg124020 date=1587055395Quote from: DFNewb link=topic=10756. msg124019#msg124019 date=1587055351~snipYeah I ran into this yesterday.
To add to this as I had this too, for me it was directly tied to a old ship I had scrapped and kept the parts of, the parts I had obsoleted but still had in storage would therefore still show up, scrapping the parts would solve it.
In the Naval Org orders screen, double-clicking on an Auto-Route system name should add the route move order. Currently, double-clicking does nothing and you must click the system name and then click the "Add Move" button at the bottom to add the order. For clarity, this is the screen in question:
I've made this and Template single-click as there is nothing else to do post-click.
Refresh button on the Naval Organization Window does not Refresh the Logistics Report or Detailed Fuel Report tabs after time advance (5 days or 30 days).
If the window is closed and reopened, it does update
Marking fighters obsolete doesn't work.
In what way? Do they appear somewhere they shouldn't?
I was just thinking of posting this. There are a vast number of "Fast OOB" points at game compared to VB6. I found the VB6 default Fast OOB points to be at a perfect sweetspot for letting you get out your initial survey ships, a few freighters, and some corvettes, while coaxing you into getting your shipyards up and running. In C#, you can build much greater tonnage by default. Like, absurdly greater.
Perhaps the default Fast OOB points should be decreased to just 25% of its current default value for new game race creation?
I was just thinking of posting this. There are a vast number of "Fast OOB" points at game compared to VB6. I found the VB6 default Fast OOB points to be at a perfect sweetspot for letting you get out your initial survey ships, a few freighters, and some corvettes, while coaxing you into getting your shipyards up and running. In C#, you can build much greater tonnage by default. Like, absurdly greater.
Perhaps the default Fast OOB points should be decreased to just 25% of its current default value for new game race creation?
Yes, or even less. 20% would have done it.
My initial colony ship was ~1300 BP, my freighter was 300, and my survey ship was about 550. I spent about 7900 points on those, about 13% of the starting points (if I recall correctly).
Then I made a destroyer and a jump scout, about 600 BP and 500 BP respectively.
Function #1616: Object reference not set to an instance of an object.
Occurs immediately after starting a new game with 0 player races.
Edit: Also, once generation is complete, scrolling the mousewheel to zoom the (blank) map also spams this same error.
The retool dropdown for naval shipyards still shows fighter classes.
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.
This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):
There seems to be no limit on how many spinal mount weapons can be added to a design. (Although, I'm strangely ok with this...)
So I was geo surverying a NPR system when they decided to blow up my ships.
2 years later they send two geo surveryers into Sol.
I engage.
(https://i.imgur.com/FhV4lsT.png)
They seem to just be sitting there still Geo surveying instead of running away or something. Well that's what my geo surveryer did as well but kinda weird maybe something to look into the future.
Minerals tab in the info window, won't show or update surveyed minerals, unless restarting the game.
In 1.5 and 1.5.1, I get an error in function #2587: C:\Aurora4x\\Races\error when I try to open the Races window. Then the window is uninitialized; all text fields contain either just the string "Text" or "0", no images show up, etc. This worked in 1.4.
Worse, I forgot to edit certain things when I started the game; my mighty empire is still called "Player Race"!
Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.
edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.
Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.
edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.
There seems to be no limit on how many spinal mount weapons can be added to a design. (Although, I'm strangely ok with this...)
Definitely 1.5.1? I thought this was fixed.
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.
SM was not active.
A Discord user reported that adding more population to a planet lowered the absolute number of workers on the planet, which doesn't seem intended.
Screenshots below. Note the manufacturing population decreases, while the total population increases:
(https://i.imgur.com/kMPpLsm.png)
(https://i.imgur.com/blBKwRV.png)
The planet's got a max capacity of 978 million, and a habitability of 6.
In 1.5 and 1.5.1, I get an error in function #2587: C:\Aurora4x\\Races\error when I try to open the Races window. Then the window is uninitialized; all text fields contain either just the string "Text" or "0", no images show up, etc. This worked in 1.4.
Worse, I forgot to edit certain things when I started the game; my mighty empire is still called "Player Race"!
Do you have a race picture that isn't in the races directory?
Minerals tab in the info window, won't show or update surveyed minerals, unless restarting the game.
Quote from: noodles590 link=topic=10756. msg123715#msg123715 date=1587016064In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.
SM was not active.
That is WAI.
Minerals tab in the info window, won't show or update surveyed minerals, unless restarting the game.
What do you mean by the Info window?
I stupidly didn't save the DB file when this bug happened, so I only have the current DB which hasn't thrown that error for a bit. The error was a result of the alien race in Sirius and the errors happened shortly before they blew up my diplo ship..Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.
edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.
That is comms-related. Can you post db?
As per a discussion on discord, the issue appears to be if you have some of those components in the scrap heap. Then while you can obsolete it, it doesn't stick.Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.
edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.
Obso Comp is working fine for me. Stupid question but do you have the Obsolete checkbox checked in Components?
Hi, the standing order "Move to Gas Giant with Sorium" doesn't seem to be working.
How many systems did you start with? It is possible for it to happen.
V1.5
I wasn't fast enough to post in 1.5 bugs board.
While you can create a new top ground forces rank. You don't seem to be able to actually promote anyone into them...
In SM mode, I cant promote any commanders beyond the 8 limit that Aurora comes pre-installed with.
This is not the case with Naval Commanders, as you can create as many of those as you want and promote everyone all the way up the chain
Can't reproduce. I just created an extra ground rank and promoted someone into it.
[...] Getting the following errors:
Function #2097: Attempted to divide by zero
Function #2185: Attempted to divide by zero
Naval officers have a "Production" trait that doesn't seem to do anything.It's a leftover from gate construction. Make a jump point stabilization ship, give it no commander and tell it to stabilize a JP. Check how long it takes. Cancel the order, place the officer in command, re-issue order. Time should now be reduced by their bonus and then please edit your post that it either works or not so Steve sees it tomorrow when he checks the thread.
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.
Is this intended btw? Do jump engines cost a lot of maintenance/fail a lot or is it some sort of bug that it always seems to be the jump engines breaking down.
Jump engines and conventional engines typically make up the bulk of a ships maintenance requirement. Yet with that said, you're right that maintenance failures seem to actually occur in a specific order rather than a random component failure. Every failure on my survey ships seems to go in the order of
#1 Jump Engine
#2 Diplomacy Module
#3 Conventional Engines
I've noticed a LOT of my survey jump drives breaking down, to the point where I originally thought it was a possible bug, too. But I think it's selection bias: during a survey ship's 10-year lifetime, you don't care about random small subsystems breaking down that get repaired instantly. But when a survey ship loses its jump drive while it's low on MSP, then you notice it because it suddenly can't jump back home from the outer reaches.
There is actually a reasonable and quick "fix": Add "if Supply Points less than 30% / 40% / 50%" conditional order conditions just like we have for fuel now. :)
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.
SM was not active.
That is WAI.
I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.
SM was not active.
That is WAI.
I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.
SM was not active.
That is WAI.
You clearly know best then Steve. Unlock the design with or without Spacemaster is a choice (somebody would call it cheating) and should be done only in the presence of very big mistakes during the design stage. It was discussed already and was also present in VB6 (the only difference is that you weren't able to update built ships).
I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.
Player Generation:
-Giving the player auto-generation 0 research points to play with will design an army but not a navy.
I think my military ships have had mostly engine failures I think I saw one crew quarter failure. Survey ship have had either survey sensor or engine failures. For survey ships I think this is kind of expected.
Depends a lot on what Steve is using for the randomization I think the windows native random is like 5% random and 95% pattern
Function #2217: An item with the same key has already been addedAnything on this?
pops up whenever I try to open summary, industry, mining or research tabs. Was in 1. 4 and was also reported by me in 1. 4
db file:Code: [Select]https://drive.google.com/open?id=1K917C9oyTqJzS81T8QNvwtkrGlE0x1YN
Could have sworn this was reported, but maybe it's just on the spreadsheet:
When building a ground unit HQ, setting its capacity to anything higher than 4999 but lower than 1,000,000 will divide the capacity by 1000.
So if I put 7500, I get HQ capacity of 7.
Zooming out too far on the System map creats a 914 not enough Memory and 1618 the Collection has been changed, an Enumeration process can possibly not be executed
just clickign on them makes them go away and you can easily zoom back in though
Zooming very close in makes the game react very sluggish.
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.
Does that not affect Mining and sodium harvest rate?Naval officers have a "Production" trait that doesn't seem to do anything.It's a leftover from gate construction. Make a jump point stabilization ship, give it no commander and tell it to stabilize a JP. Check how long it takes. Cancel the order, place the officer in command, re-issue order. Time should now be reduced by their bonus and then please edit your post that it either works or not so Steve sees it tomorrow when he checks the thread.
Does that not affect Mining and sodium harvest rate?Naval officers have a "Production" trait that doesn't seem to do anything.It's a leftover from gate construction. Make a jump point stabilization ship, give it no commander and tell it to stabilize a JP. Check how long it takes. Cancel the order, place the officer in command, re-issue order. Time should now be reduced by their bonus and then please edit your post that it either works or not so Steve sees it tomorrow when he checks the thread.
I noticed that in the Sol system, all comets move slowly until they reach Earth orbit and then they start moving very quickly, taking only a few days to go around the sun and come back. I'm not sure if they have a similar behavior in other systems as I've gotten unlucky and have discovered only barren systems thus far.
Inability to issue an order to unload infrastructure at any colony.
Inability to issue an order to unload infrastructure at any colony.
Does your freighter have cargo shuttles? It needs cargo shuttles to unload unless there is a spaceport or cargo handling station present.
I noticed that in the Sol system, all comets move slowly until they reach Earth orbit and then they start moving very quickly, taking only a few days to go around the sun and come back. I'm not sure if they have a similar behavior in other systems as I've gotten unlucky and have discovered only barren systems thus far.
Yep that's how elliptical orbits work
I was messing around in the System View in Federated Nations, and had an unexplored jump point. I was not in SM mode. I hit the "Enter JP," button.
Error in function 3102: Object reference not set to an instance of an object.
I suspect this is something to do with having no generated system on the other side to enter, in which case some sort of more obvious error could be presented.
Is your ship designated as a 'tanker' in the ship design window?
Is your ship designated as a 'tanker' in the ship design window?
Yes, it is. More interestingly, the auto-order 'transfer to colony' just triggered randomly after about the third 'manual' run I had to make. Still emptied the entire fuel tank.
Is your ship designated as a 'tanker' in the ship design window?
Yes, it is. More interestingly, the auto-order 'transfer to colony' just triggered randomly after about the third 'manual' run I had to make. Still emptied the entire fuel tank.
You need to set the fuel reserve in litres not in percent. If you put 5 in there it means 5 litres not 5%.
I've encountered a bug, and it seems to be there in all the versions.
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up. I'm going to have tot translate the message as my PC is not in English. It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.
I've encountered a bug, and it seems to be there in all the versions.
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up. I'm going to have tot translate the message as my PC is not in English. It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.
A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8 (https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8)
So regardless of performance improvements there is a hard limit on how long running games you can have there :)
I've encountered a bug, and it seems to be there in all the versions.
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up. I'm going to have tot translate the message as my PC is not in English. It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.
A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8 (https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8)
So regardless of performance improvements there is a hard limit on how long running games you can have there :)
Interesting - I didn't know that :)
I am not sure if this is bug or somting on my side. But today I am running Aurora on my laptop, the resolution is 1920x1080 but Class Design window is strangely cut off. Other windows are working fine:Thats really weird, What happens when you turn on wide mode and then off again?
(https://i.ibb.co/3BnGYX1/cut-window.png) (https://ibb.co/3BnGYX1)
Edit: That screenshot is really big, the Class design window should only be 1440x900. Does your screen have scaling set to 125% by any chance?
I had two subfleets of Battle Fleet called "1st Fleet" and "Home Fleet". Home Fleet had three subfleets of four ships. I Detatched Home Fleet, and it showed up as an empty fleet, and there was no way to find the ships that were supposed to be in it - the class window showed them still existing, but they didn't show up anywhere. I reloaded, set up a subfleet with subfleets, and detatched the first level fleet again. Exact same result - detatching a subfleet that has subfleets removes all subfleets and casts the ships in them into Limbo.
When building a missile launcher you may make it a box launcher if this is the case you get this text.
"Note that Box Launchers are not affected by increases in Reload Rate Technology as they may only be reloaded in a hangar deck or at maintenance facilities"
But when you select the box launcher your original reload rate which is usually the highest stays, but still increases the cost of the box launcher, this should instead lock it at the lowest reload rate as it cannot benefit and it increases the cost for no apparent reasons, not sure if this fully applies as a bug but its somewhat of an oversight at-least am sure many people have more expensive box launchers then they need.
Minor bug / weird behaviour in the auto-assignment of labs to researchers:
Expected bahaviour: The game attempts to assign as many labs as possible, so either the maximum amount of labs the scientist can use, or the maximum amount of labs available, whichever is lower.
Current behaviour: Clicking on the first scientist sets the amount of labs to be assigned properly. Clicking on another scientist who could use more labs doesn't increase the amount of assigned labs, even if more are available. Also, the game NEVER sets the assigned amount over 25 labs, even if the scientist can do more and they're available.
Minor issue:
There are two OWP - Orbital Weapon Platform Ship Classes in Class Design.
Found a bug in Ground Unit Design:
If you delete a superior formation, it's sub-ordinate formations are not deleted.
However, they disappear from the Formations selection as if they had.
Saving, exiting out, and re-entering fixes this.
In the "Civilian Economy" tab, should it not be possible to select "Stable - not destination or Source" for all colonies, not just Home World?
For my tiny AM-colonies I don't want civvies running around setting up weird shops and whatnot - but I still want to use the Supply-demand functions with cargo.
Fighters landed on a mothership will eventually get their deployment clock go into negative. I was able to replicate this consistently.
Here's a weird one. I put a colony on Mars before I ever advanced time at all, and now it won't let me unload infrastructure or colonists there. No errors have been reported, it just doesn't give me the option to add an "unload all installations" order.Do the ships have cargo shuttles?
EM sensor created under the Power and Propulsion tab.
1.51 new save
Using multiple projects tab windows (4)
attached picture
EDIT: I actually know what is going on. If you have multiple windows click on create does not create the tech under the proper tech but under the tab of the selected window. I have attached other 2 screenshots should make it clear.
In the bug pic, you see the main window selected is the engine one but I am clicking create of the EM window highlighted as well in the image. The result is a tech with EM name but effectively is an engine.
Do the ships have cargo shuttles?
Possible terraforming bug,
greenhouse pressure shown as 0 and atmosphere not adding up?
I can supply a db if needed as well
thanks for all the hard work!
So got a weird bug, it appears that when you load a formation into a transport bay then look at it through order of battle, and then select the superior formation in the hierarchy it only shows the size, morale and units of the superior formation, the rest do not show anything, attached below is the image of it.
I've been trying to generate interesting systems near my homeworld, and stumbled on a big bug. If you generate a system by jumping into an unex jp, and then jump back and delete the newly generated system, and then save the game before using the jp again, the jp is saved to FCT_JumpPoint with a reference to the deleted jp in the deleted system, which will break wormhole display completely in the system where it exists once the game is loaded again.
thrown during game load: #1145: The given key was not present in a dictionary
thrown during attempting to view the system: 2x #1965: Object reference not set to an instance of an object
Pressing 'Update Body' in the 'Modify Body' tab in System View in a Real Stars start in Sol always resets the bearing of Mercury, Venus and Luna to zero. It's very easy to reproduce, but mysteriously doesn't appear to affect any of the other bodies. In all other cases, the Hydrosphere is updated from 'None' to 'Ice Sheet' or 'Liquid', even when there's no water at all. It also looks like the body parameters (mass, orbit time, temperature, etc.) are adjusted slightly on the first click. I have no idea what's going on here.
I think this was already reported in previous versions, but it is not in known issues post and it is still present in 1.5.1:
Formation templates made by civilians are visible in Formation Templates and can be used in player's formations.
Pressing Auto Fleet FC for this fleet / fighters does nothing:
(https://i.imgur.com/aBv3fxy.png)
The auto target options are also not working.
Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.
After the screen shot I moved my fighters into range of the enemy ships and tried auto target and it did not work after I manually assigned the FC's to the weapons.
Yes but did you set the race to hostile? In the diplomacy screen?
As I mentioned they already attacked me two years previously...
I have had a bug twice now with the terraforming.
I can't exactly replicate it but it seems to happen after trying to remove a type of gas from the atmosphere of a planet.
Randomly after one increment the game removes all of that type of gas from the planet.
Happen once on mars with greenhouse gas -> had around 0. 25 in atmos wanted to change to 0. 24
Game remove all gas.
Same on mercury with anti greenhouse gas -> had around 0. 70 want to change to 0. 68.
Game again remove all.
Both times it happened within 30 day increment
"Conventional Industry" is selectable in the Civial economy demands dropdown - but not available in the Industry-Construction pane.
1. 51 not sure if it is a bug or not.
shortly after beginning the game like 1 year got the error #2662 but nothing broke. . . but some time after i noticed one comet in the sol system was moving at a very slow speed probably 1km/s probably unrelated but might as well point it out
the game is a TN start with no modifications other than disabling maintenance for ships.
Another bug,a 280 EP frigate sized engine required 112.00000 maintenance supplies it displayed it as this in the event log, some kind of display bug,
Grant Independence to a Pop creates a Function #2283 and Function #534 Error.
No new Race will be created and the the Pop disappears
edit: the New Race appears after first time step. But as an NPR. are there any ways to make them Player race?
MINOR
In the Class screen, when you put a period (.) in deployment time without first putting a 0 in, you get this message.
"Unhandled exception has occurred in you application."
You can click continue and keep playing the game, so it isn't too major of a concern.
My new 1. 5. 1 game after about 15 years suddenly started throwing:
"Function #1512: Object reference not set to an instance of an Object" from the events window.
The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred. Nothing in the event log explaining the interruption.
I hit okay a bunch but it seems to reoccur forever. Had to kill the game from the Task Manager.
Pressing Auto Fleet FC for this fleet / fighters does nothing:
(https://i.imgur.com/aBv3fxy.png)
The auto target options are also not working.
Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.
After the screen shot I moved my fighters into range of the enemy ships and tried auto target and it did not work after I manually assigned the FC's to the weapons.
Yes but did you set the race to hostile? In the diplomacy screen?
As I mentioned they already attacked me two years previously...
That doesn't mean they are hostile to you. Is the race set to hostile In the diplomacy screen?
Ships created with Instant Build Points dont lock the design.
Unless you lock it manualy or refit a shipyard you can change the design and all ships associated to it.
It appears that you have the option to load from any ship if you have a troop transport bay, this probably should not be displayed as it makes no sense if the targeted ship has no troop transport bays or way to hold them.
My new 1. 5. 1 game after about 15 years suddenly started throwing:
"Function #1512: Object reference not set to an instance of an Object" from the events window.
The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred. Nothing in the event log explaining the interruption.
I hit okay a bunch but it seems to reoccur forever. Had to kill the game from the Task Manager.
Can you send the db?
Quote from: rainyday link=topic=10756. msg123909#msg123909 date=1587046802My new 1. 5. 1 game after about 15 years suddenly started throwing:
"Function #1512: Object reference not set to an instance of an Object" from the events window.
The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred. Nothing in the event log explaining the interruption.
I hit okay a bunch but it seems to reoccur forever. Had to kill the game from the Task Manager.
Can you send the db?
Low gravity (LG) colonies do not produce their own low gravity infrastructure despite the 'wealth/trade' tab stating they do, not produced for either trade or self use. Tested multiple times on multiple bodies with both small and large population over long period of time (multiple decades).
Considering non LG colonies do produce their own infrastructure for self use or trade, I assume one of them is not working as intended, likely the LG one?
This has existed since version 1. 0.
Fatal crash to desktop on Mono/Linux.
Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono).
Sadly, there's one corner case that seems to have cropped up around Passive Sensors display. It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System. Drawing. Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object. (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion. However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor. The GC thread however, still sees the Pen in the GC queue and tries to clean it up again).
If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux.
Thanks!
Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though. There should be a minimum.
why?
It's not that they don't produce anything on the planet. It's just nothing available for military production.
Still bunch trade goods being made
It doesn't make a lot of sense that if i have 100 workers, 90 are needed to make food (and other support items) for all 100. But if I have 1000 workers, it takes all of them to make the suppport items, with none left over.
Quote from: cpw11 link=topic=10756. msg123938#msg123938 date=1587049998Fatal crash to desktop on Mono/Linux.
Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono).
Sadly, there's one corner case that seems to have cropped up around Passive Sensors display. It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System. Drawing. Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object. (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion. However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor. The GC thread however, still sees the Pen in the GC queue and tries to clean it up again).
If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux.
Thanks!
Fixing bugs that affect non-Windows is low priority at the moment. However, I can take a quick look. Does this affect ship passives, population passives or both?
Fatal crash to desktop on Mono/Linux.
Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono).
Sadly, there's one corner case that seems to have cropped up around Passive Sensors display. It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System. Drawing. Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object. (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion. However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor. The GC thread however, still sees the Pen in the GC queue and tries to clean it up again).
If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux.
Thanks!
Fixing bugs that affect non-Windows is low priority at the moment. However, I can take a quick look. Does this affect ship passives, population passives or both?
Edge-case bug:
I found Abandoned Ruins on Titan. Send a Construction GU force out there, that unearthed (among other things) a couple of Automated Mines and Research Facilities.
There were no actual civilians/colonists on the Moon yet, and I tried to assign a Project to the Research Facilities.
* This led to a Divide by zero error (which could be skipped by pressing OK, but would return everytime you switch back to the Research tab for Titan. Earth was working fine).
* The Research Project and the assigned Scientists dissappeared from the selection panes.
* By going to the Commanders Window, I was able to find the scientist and unassign him from the Project, which reset everything to working order.
* I am unsure if they would have generated RP if I left them alone.
Steve, any idea if the next patch is going to be 1.5.2 or if it is going to be 1.6 and require a new game? Been doing test games to date and thinking the game from the current bug reports might be ready for my first 'REAL' game.
I'm having a strange bug
In the picture components EM senor and Thermal with STR 5 (size 1) do not disappear from the list when I press Obso comp. When I go into the tech review screen and obsolete them there they get obsoleted but they still appear as non-obsolete components in the designer. It only seems to be for these 2 as other other two size 0.1 sensors can be obsoleted. I am also having this issue with another component (engine) which I added as a picture.
Normal start, 3 NPRs, 52 years in.
When in "Mineral Survey Window" i can duplicate my colonies by clicking "Create Colony" on them (lots of free minerals :) )
I'm having a strange bug
In the picture components EM senor and Thermal with STR 5 (size 1) do not disappear from the list when I press Obso comp. When I go into the tech review screen and obsolete them there they get obsoleted but they still appear as non-obsolete components in the designer. It only seems to be for these 2 as other other two size 0.1 sensors can be obsoleted. I am also having this issue with another component (engine) which I added as a picture.
Normal start, 3 NPRs, 52 years in.
Yes, others have reported this. So far I haven't been able to reproduce it. Intermittent bugs are a pain to track down :)
I'm concerned about how this will interact with screen readers because when I arrow up and down the list of orders it does the equivalent of single-clicking each one. Double-click would be more consistent.In the Naval Org orders screen, double-clicking on an Auto-Route system name should add the route move order. Currently, double-clicking does nothing and you must click the system name and then click the "Add Move" button at the bottom to add the order. For clarity, this is the screen in question:
I've made this and Template single-click as there is nothing else to do post-click.
Quote from: Nori link=topic=10756. msg124020#msg124020 date=1587055395Quote from: DFNewb link=topic=10756. msg124019#msg124019 date=1587055351~snipYeah I ran into this yesterday.
To add to this as I had this too, for me it was directly tied to a old ship I had scrapped and kept the parts of, the parts I had obsoleted but still had in storage would therefore still show up, scrapping the parts would solve it.
This seems to be the cause.
Bug on the Civilian Shipping Contract supply/demand window: The "demanded" installation drop-down selection resets when you switch colonies. It should ideally behave just like the "supplied" installation drop-down selection, which does remember your selection when you switch colonies:
I was just thinking of posting this. There are a vast number of "Fast OOB" points at game compared to VB6. I found the VB6 default Fast OOB points to be at a perfect sweetspot for letting you get out your initial survey ships, a few freighters, and some corvettes, while coaxing you into getting your shipyards up and running. In C#, you can build much greater tonnage by default. Like, absurdly greater.
Perhaps the default Fast OOB points should be decreased to just 25% of its current default value for new game race creation?
Yes, or even less. 20% would have done it.
My initial colony ship was ~1300 BP, my freighter was 300, and my survey ship was about 550. I spent about 7900 points on those, about 13% of the starting points (if I recall correctly).
Then I made a destroyer and a jump scout, about 600 BP and 500 BP respectively.
Infantry HQ cost does not change when adding capabilities. It works with vehicle and static headquarter, and it works for other infantry equipment.
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.
I was just thinking of posting this. There are a vast number of "Fast OOB" points at game compared to VB6. I found the VB6 default Fast OOB points to be at a perfect sweetspot for letting you get out your initial survey ships, a few freighters, and some corvettes, while coaxing you into getting your shipyards up and running. In C#, you can build much greater tonnage by default. Like, absurdly greater.
Perhaps the default Fast OOB points should be decreased to just 25% of its current default value for new game race creation?
Yes, or even less. 20% would have done it.
My initial colony ship was ~1300 BP, my freighter was 300, and my survey ship was about 550. I spent about 7900 points on those, about 13% of the starting points (if I recall correctly).
Then I made a destroyer and a jump scout, about 600 BP and 500 BP respectively.
If you want to use less than points available, that is a player decision. Don't forget they are also for ground forces as well.
Quote from: Kristover link=topic=10756. msg124005#msg124005 date=1587054608Steve, any idea if the next patch is going to be 1. 5. 2 or if it is going to be 1. 6 and require a new game? Been doing test games to date and thinking the game from the current bug reports might be ready for my first 'REAL' game.
It will be v1. 6. It includes some database fixes.
Sure thing: https://www.dropbox.com/s/k3qiz3f5lbzaql2/AuroraDB2.zip?dl=0Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.
I can't reproduce. If it happens again, please attached the db.
Large societies (in real life) tend to have a large service sector. Translated into Aurora, this means that as a population grows the population focuses more on internal services. If environmental concerns are high enough, this may reach a point where manufacturing is eventually abandoned in favour of the service sector. This has been true since Aurora began in 2004. I have no plans to change it.
Some AI ship is using energy weapon that deals 0 damage at 0km range.
You could check the events in the attached save file.
Pressing the Cancel button on the Create Sub Fleet confirmation still creates a sub-fleet.
I had two subfleets of Battle Fleet called "1st Fleet" and "Home Fleet". Home Fleet had three subfleets of four ships. I Detatched Home Fleet, and it showed up as an empty fleet, and there was no way to find the ships that were supposed to be in it - the class window showed them still existing, but they didn't show up anywhere. I reloaded, set up a subfleet with subfleets, and detatched the first level fleet again. Exact same result - detatching a subfleet that has subfleets removes all subfleets and casts the ships in them into Limbo.
Reproduced and fixed.
There seems to be no limit on how many spinal mount weapons can be added to a design. (Although, I'm strangely ok with this...)
Definitely 1.5.1? I thought this was fixed.
Yes, 1.5.1.
Probably not very useful, but several years into the game I've started getting "Function #2244: Attempted to divide by zero" (or something to this effect, I have non-English Windows) every construction cycle. I suspect it's NPR-related as I didn't do anything different than before.
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).
In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.
Some AI ship is using energy weapon that deals 0 damage at 0km range.
You could check the events in the attached save file.
Just to add onto this, here is LuciusSulla's event log in question, to illustrate:
(https://i.imgur.com/3ZwXirP.png)
The shots were fired against a survey ship with 1 armor layer.
Oh boy do I have a list. I got to testing out the Player Race design generation and NPR generation, which also let me test combat mechanics. All of this was generated with the Player Race and the NPR being on Earth from the start.
NPR Generation:Player Generation:
- Making an NPR and giving them 0 research points throws "Function #2110: object reference not set to an instance of an object".
- NPR's with 0 research points will still design and build both ships and an army. The ships will have racial weapon and engine tech that they shouldn't be able to research. Ships will also be designed with tech like fuel harvesters.
Combat:
- Giving the player auto-generation 0 research points to play with will design an army but not a navy.
Misc:
- If a enemy ship and a friendly ship are based in the same location (e.g. Earth), and the enemy ship has missiles, they will fire off their missiles towards your ship. Issue is, these missiles will do nothing but exist for a time and then disappear.
- Enemy beam ships won't (didn't) shoot at you if you are stacked on top of them.
- (Probably not a bug) Enemy crew members, when boarded, were able to armor pen and kill several of my end-game heavy power armor infantry with beginning level tech. Statistically they should only be able to do this less than once out of 100 combat cycles. The amount of times my units were armor pend, and killed, only makes sense if most crew members (300-600 depending on the ship that was boarded) were able to hit my men more than what is shown in the combat report. The combat report only showed if they were hit at least once. The rate of pen and death would make more sense if I could see how many times they were hit in total.
- When the fighting stopped and one of each of the enemy ships were captured for inspection not all of the ships that were captured were updated in the class design window. Are we supposed to get that information or no?
- When the fighting between myself and the NPR started, time slowed to 5 seconds a turn as the "increment length [was] adjusted due to imminent action. This could be due to action involving a non-player race, or due to fire controls set to open fire without active targets." However, with the NPR navy and army gone, and no ship targeting anything this still persists. Is this due to a hostile NPR race being on the same planet?
- Hitting refresh tech in class design opens all of the collapse-able menus that have been opened and closed once before.
- Deleting the last pop for a player race throws "Function#2504: Object reference not set to an instance of an object".
- Clicking text file in the events tab appears to do nothing.
Attached is a copy of my database if you would like to look at anything. All of the captured ships have been labeled in the Naval Organization menu, and my designs have been labeled in the Class Design as well.
Not sure if this is a bug, or if it falls within "reasonably intended" behavior. I got two jump points in a single system, which both lead to an identical destination system. Normal game on v1.51, only using survey ships and transits to explore the galaxy:
Quote from: rainyday link=topic=10756. msg123909#msg123909 date=1587046802My new 1. 5. 1 game after about 15 years suddenly started throwing:
"Function #1512: Object reference not set to an instance of an Object" from the events window.
The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred. Nothing in the event log explaining the interruption.
I hit okay a bunch but it seems to reoccur forever. Had to kill the game from the Task Manager.
Can you send the db?
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).
In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.
That message does exist because I see it my own games.
Not sure if this is a bug, or if it falls within "reasonably intended" behavior. I got two jump points in a single system, which both lead to an identical destination system. Normal game on v1.51, only using survey ships and transits to explore the galaxy:
That is a bug. There is code that is supposed to prevent that happened. Was this a normal jump point exploration using a fleet, or a manual generation using System View?
Also, random stars or known stars?
Ships in overhaul at a colony with sufficient maintenance facility suffered from maintenance failure.
You could check the event log and status of the ship CG Brooklyn 002 in the attached save file.
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).
In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.
That message does exist because I see it my own games.
Not sure how this came about but it got worse and worse as the save progressed. My time skips got shorter and shorter. And not in the normal NPR doing a thing so skip was only 5 seconds.
How it started: Early in the game(3 years maybe) I got into an NPR doing stuff and it set my increments to 5 seconds. No biggie. After they finally finished their fight or whatever they were doing, my increment length buttons did not function properly. If I clicked 30 days, it would skip 6 hours, even on auto. 5 days would be 2 hours, 1 day is 30 minutes, 8 hours is 15 minutes, 3 hours is 6 minutes, 1 hour is 2 minutes, 20 minutes is 1 minute, 5 minutes is 20 seconds, 2 minutes is 10 seconds, and both 30s and 5s are 5 seconds.
I am not in combat and the NPRs(That I havn't found) don't appear to be in combat either. Not sure what is going on. I vaguely remember that time changes when in combat and I wonder if I have gotten stuck in that.
I created a second save and the time issue is not present. I attempted to attach my . db but it says I can't.
Not sure if this is a bug, or if it falls within "reasonably intended" behavior. I got two jump points in a single system, which both lead to an identical destination system. Normal game on v1.51, only using survey ships and transits to explore the galaxy:
That is a bug. There is code that is supposed to prevent that happened. Was this a normal jump point exploration using a fleet, or a manual generation using System View?
Also, random stars or known stars?
Random stars, all exploration was with a fleet. No manual generation or SM-mode "traveling thru" of any jump points. It was a completely natural occurrence.
I've seen a couple other people mention this happening as well. Also, this was using default system gen/spread percentages and 1000 stars:
(https://i.imgur.com/EzEToZg.png)
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).
In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.
That message does exist because I see it my own games.
Error window gives me Function #1810: Object reference not set to an instance of an object
Started after some forced 5 second increment turns that suddenly showed up. Been going for 10 minutes and still haven't gotten through it. The . db below should reproduce the error.
THanks for all the bug extermination!
https://drive. google. com/open?id=1zSMbrFcZ8NesCUNZNrkJZHEAn5B0fBb3
Edit: tried to play again with the save. infinite 5 seconds are mostly over, but Events has a white screen, and accessing some screens like Intelligence and Foreign Relations give me "Function #1936: Insufficient memory" as an error screen.
Edit 2: infinite 5 second increments with the 1810 error showed up again after a couple of minutes (irl time)
In VB6, there was a message (and interrupt) in the log for when a ship had Default/Standing Orders set but were unable to find any valid targets (e.g. when a geosurvey finishes every body in a system).
In C# there is no such message. Is this a bug? I've noticed that it becomes a big pain to manage multiple survey vessels, even with the new "move to system requiring survey" standing orders. For example, I have to frequently click through all the survey fleets in my empire to find which ones ran out of orders and are just sitting in space running up their maintenance clocks unnecessarily.
That message does exist because I see it my own games.
I just tested in 1.51. I have a survey ship sitting in Sol with standing orders for geo and grav surveys. No such message appears in event logs and auto turns are not halted.
Naval officers have a "Production" trait that doesn't seem to do anything.
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.
1. 5. 1
Minerals page search doesn't work for Accessibility unless a non-zero value has been set for quantity, which seems like a bug (and if not might need making clearer somehow)
Function #1690: The added or subtracted value results in an un-representable DateTime.
Parameter name: value
I had 1 construction factory on a planet and told it to produce 1000 more. I uhh, think it was going to take longer than the heat-death of the universe to build them all LOL
EDIT: Ahahaha! So, I reduced it down to 10 CFs to build, and it now says 85 years to completion. So, I guess it didn't like 8500 years.
Link to DB: https://www.dropbox.com/s/byytutafe2fo3fk/AuroraDB.db
This database throws an error of Function #1217: The given key was not present in the dictionary when I start the game.
Pressing OK seems to cause the game to load normally.
Additionally, saving over the database causes the error to vanish
Link to DB: https://www.dropbox.com/s/byytutafe2fo3fk/AuroraDB.db
This database throws an error of Function #1217: The given key was not present in the dictionary when I start the game.
Pressing OK seems to cause the game to load normally.
Additionally, saving over the database causes the error to vanish
The problem is a missile that doesn't have an associated tech system. Any chance you designed a missile and then deleted the tech? I'll add some code to handle that situation.
Not sure if this has been reported yet, or if WAI.
If you create a military ship (grav survey for instance) with comercial engines, and a military jupm drive it won't jump because it has comercial engines and a military jump drive, which I guess is intended.
I then changed the jump drive to a comercial one, but the ship still won't jump. I assume this is a bug? If not there is no way to make a miltary ship with comercial engines (mostly used for survey ships I guess) that is jump capable?
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.
SM was not active.
That is WAI.
I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.
Looks like there is an issue where if a unit runs down to 0% supply in combat, they never have their inherent supply replenished. The unit is now out of combat and I have reinforced them with infantry logistics, and have reinforced the higher command with light vehicle logistics. Supply remains at 0% despite numerous time increment progressions.
Sure, though if you actually read the actual bug report post (http://aurora2.pentarch.org/index.php?topic=10756.msg123849#msg123849) you'll see it's about the resupply conditionals still not working in 1.51. The whole order of things breaking down was someone else's commentary on the resupply conditionals not working post. :p
Am kind of wondering now if Steve noticed the actual topic of the bug report or just saw the derailed conversation that was created from it. lol
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.
SM was not active.
That is WAI.
I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.
You clearly know best than Steve. Unlock the design with or without Spacemaster is a choice (somebody would call it cheating) and should be done only in the presence of very big mistakes during the design stage. It was discussed already and was also present in VB6 (the only difference is that you weren't able to update built ships).
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.
Yes, because there would be no point in refitting a ship of a class to the same class.
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.
SM was not active.
That is WAI.
I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.
You clearly know best than Steve. Unlock the design with or without Spacemaster is a choice (somebody would call it cheating) and should be done only in the presence of very big mistakes during the design stage. It was discussed already and was also present in VB6 (the only difference is that you weren't able to update built ships).
You could update built ships in VB6 but you needed to select them on the Ship window to do so.
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.
Yes, because there would be no point in refitting a ship of a class to the same class.
But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".
Player Generation:
-Giving the player auto-generation 0 research points to play with will design an army but not a navy.
I've noticed that if you check the auto design ground forces and auto design ship classess check boxes, but not the auto assign tech box, you get this same result - ground force templates, but no ships.
I'm guessing that the ships designs don't appear because none of the tech required is designed first...
Oh boy do I have a list. I got to testing out the Player Race design generation and NPR generation, which also let me test combat mechanics. All of this was generated with the Player Race and the NPR being on Earth from the start.
NPR Generation:Player Generation:
- Making an NPR and giving them 0 research points throws "Function #2110: object reference not set to an instance of an object".
- NPR's with 0 research points will still design and build both ships and an army. The ships will have racial weapon and engine tech that they shouldn't be able to research. Ships will also be designed with tech like fuel harvesters.
Combat:
- Giving the player auto-generation 0 research points to play with will design an army but not a navy.
Misc:
- If a enemy ship and a friendly ship are based in the same location (e.g. Earth), and the enemy ship has missiles, they will fire off their missiles towards your ship. Issue is, these missiles will do nothing but exist for a time and then disappear.
- Enemy beam ships won't (didn't) shoot at you if you are stacked on top of them.
- (Probably not a bug) Enemy crew members, when boarded, were able to armor pen and kill several of my end-game heavy power armor infantry with beginning level tech. Statistically they should only be able to do this less than once out of 100 combat cycles. The amount of times my units were armor pend, and killed, only makes sense if most crew members (300-600 depending on the ship that was boarded) were able to hit my men more than what is shown in the combat report. The combat report only showed if they were hit at least once. The rate of pen and death would make more sense if I could see how many times they were hit in total.
- When the fighting stopped and one of each of the enemy ships were captured for inspection not all of the ships that were captured were updated in the class design window. Are we supposed to get that information or no?
- When the fighting between myself and the NPR started, time slowed to 5 seconds a turn as the "increment length [was] adjusted due to imminent action. This could be due to action involving a non-player race, or due to fire controls set to open fire without active targets." However, with the NPR navy and army gone, and no ship targeting anything this still persists. Is this due to a hostile NPR race being on the same planet?
- Hitting refresh tech in class design opens all of the collapse-able menus that have been opened and closed once before.
- Deleting the last pop for a player race throws "Function#2504: Object reference not set to an instance of an object".
- Clicking text file in the events tab appears to do nothing.
Attached is a copy of my database if you would like to look at anything. All of the captured ships have been labeled in the Naval Organization menu, and my designs have been labeled in the Class Design as well.
The game assumes that NPRs have research points in orders to achieve basic capabilities. I will add code to prevent reduction below 100k.
The enemy crew may have higher tech than you.
I haven't seen similar issues in my own combat situations, but I will watch for them.
Unfortunately, there is a limit to the amount of time I can devote to dealing with actions that are plainly a bad idea, such as deleting all player race populations, rather than fixing 'normal' bugs or adding new functionality.
Function #1690: The added or subtracted value results in an un-representable DateTime.
Parameter name: value
I had 1 construction factory on a planet and told it to produce 1000 more. I uhh, think it was going to take longer than the heat-death of the universe to build them all LOL
EDIT: Ahahaha! So, I reduced it down to 10 CFs to build, and it now says 85 years to completion. So, I guess it didn't like 8500 years.
DateTime objects don't work beyond year 9999 - I only found that out yesterday :)
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.
Yes, because there would be no point in refitting a ship of a class to the same class.
But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".
I've had the same issue and I agree it's weird and I think is not WAI
Not sure if this has been reported yet, or if WAI.
If you create a military ship (grav survey for instance) with comercial engines, and a military jupm drive it won't jump because it has comercial engines and a military jump drive, which I guess is intended.
I then changed the jump drive to a comercial one, but the ship still won't jump. I assume this is a bug? If not there is no way to make a miltary ship with comercial engines (mostly used for survey ships I guess) that is jump capable?
Personally I have been using 55 percent strength engines for my survey ships to get around this issue.
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.
Yes, because there would be no point in refitting a ship of a class to the same class.
But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".
I've had the same issue and I agree it's weird and I think is not WAI
Pretty sure you can build similar designs in similarly tooled shipyards, you just can only refit a class to the tooled class for the shipyard.
Another in the bad aim category:
If you hit "Cancel" instead of "create" on the player race creation while creating a new game, it gets into an ugly state...
You get no system shown, and all sorts of errors.
Perhaps cancel here needs to be trapped to cancel game generation if it was the only player race
1)Download Aurora151Full.rar && unpack
2)Start Aurora
3)Turn on SM
4)Open "System Generation and .."
5)Click create system
6)Function #2668 input string was not in correct format
For New Game without real stars in work ok
For New Game with real stars in get same error
Zooming out too far on the System map creats a 914 not enough Memory and 1618 the Collection has been changed, an Enumeration process can possibly not be executed
just clickign on them makes them go away and you can easily zoom back in though
Zooming very close in makes the game react very sluggish.
Could have sworn this was reported, but maybe it's just on the spreadsheet:
When building a ground unit HQ, setting its capacity to anything higher than 4999 but lower than 1,000,000 will divide the capacity by 1000.
So if I put 7500, I get HQ capacity of 7.
EDIT: This appears to be a display issue. The screen shows HQ7, but should show HQ7k. Peeking at the database shows the correct HQ capacity.
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.
Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.
Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted
You may want to try to troubleshoot this more on your end, because for me I can confirm the CO, XO, and Science Officer positions are being auto-assigned just fine in my v1.51 games. Do you have enough officers of the proper rank? Did you manually assign any positions yourself?
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.
Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted
You may want to try to troubleshoot this more on your end, because for me I can confirm the CO, XO, and Science Officer positions are being auto-assigned just fine in my v1.51 games. Do you have enough officers of the proper rank? Did you manually assign any positions yourself?
Got a bunch. You kept a eye on all your ship positions that they didn't go empty for a bit?
They are filled fine when ships are build, so unless you check every few weeks you might not see it
I've run into this issue before. I think it's a matter of how many fleets and sensor ranges are shown. On a new game I've zoomed out for several minutes and never ran into issues, but I did have a situation when I had a number of fleets, both civilian and military, on screen and zooming out too quickly caused this issue.Zooming out too far on the System map creats a 914 not enough Memory and 1618 the Collection has been changed, an Enumeration process can possibly not be executed
just clickign on them makes them go away and you can easily zoom back in though
Zooming very close in makes the game react very sluggish.
I zoomed out to one quintillion light years without problems - how far out did you go?
I've run into this issue before. I think it's a matter of how many fleets and sensor ranges are shown. On a new game I've zoomed out for several minutes and never ran into issues, but I did have a situation when I had a number of fleets, both civilian and military, on screen and zooming out too quickly caused this issue.Zooming out too far on the System map creats a 914 not enough Memory and 1618 the Collection has been changed, an Enumeration process can possibly not be executed
just clickign on them makes them go away and you can easily zoom back in though
Zooming very close in makes the game react very sluggish.
I zoomed out to one quintillion light years without problems - how far out did you go?
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.
Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted
You may want to try to troubleshoot this more on your end, because for me I can confirm the CO, XO, and Science Officer positions are being auto-assigned just fine in my v1.51 games. Do you have enough officers of the proper rank? Did you manually assign any positions yourself?
Got a bunch. You kept a eye on all your ship positions that they didn't go empty for a bit?
They are filled fine when ships are build, so unless you check every few weeks you might not see it
Save your game, and then use SM-Add to add 1000 Military Academies to Earth. Let the officer generation roll for a few turns, and watch the empty spots get filled. It may be that you didn't have enough properly-ranked officers with necessary bonuses to fill the spots, or something along those lines?
You can attribute more lab than the maximum for a scientist :
(https://i.ibb.co/ZJ1Dt8J/Capture.jpg) (https://ibb.co/0XVb8MX)
The game doesn't check if you the number typed in assign research research facilities is too big compared to the max labs of the selected scientist.
Also quality of life suggestion : If you have say 10 research lab available, and you click on a scientist with only 5 max labs, assign research facilities automaticly goes to 5, wich is great.
But when you click on another scientist wich has more than 5 max labs, assign research facilities doesn't automaticly update to the maximum number of labs you could assign, wich would be nice.
Refueling Options. Can we get a tankers start with 10% fuel and unload 90% fuel option. Some partial refuel orders would also help, though that can be accomplished by running short time intervals. I still cant figure out a good way to have a tanker leave a planet, move to a sorium harvester, refuel (that works) then unload at a planet.
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.
Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted
You may want to try to troubleshoot this more on your end, because for me I can confirm the CO, XO, and Science Officer positions are being auto-assigned just fine in my v1.51 games. Do you have enough officers of the proper rank? Did you manually assign any positions yourself?
Got a bunch. You kept a eye on all your ship positions that they didn't go empty for a bit?
They are filled fine when ships are build, so unless you check every few weeks you might not see it
Save your game, and then use SM-Add to add 1000 Military Academies to Earth. Let the officer generation roll for a few turns, and watch the empty spots get filled. It may be that you didn't have enough properly-ranked officers with necessary bonuses to fill the spots, or something along those lines?
Dude I got 79 available and 2 science jobs. No way I didn't have any suitable. And just happen to get one on the same "tick" as a new ship is build...
Edit: As an aside, would be nice if the events told you when promotion removed a commander from a position. Same as when they die.
Quote from: Lastof link=topic=10756. msg124155#msg124155 date=15870649751. 5. 1
Minerals page search doesn't work for Accessibility unless a non-zero value has been set for quantity, which seems like a bug (and if not might need making clearer somehow)
The search works fine with zero values.
Auto assignment doesn't seem to trigger for jobs that's not ship commander, at least not for sciences officer. Haven't tried any of the others yet.
Seen a couple of times now when the science officer of my survey ship gets promoted, (s)he is removed from the position (as intended)
But no new officer is given the job, until a new commander job is triggered. So either a new ship is build or a commander of a vessel is promoted
You may want to try to troubleshoot this more on your end, because for me I can confirm the CO, XO, and Science Officer positions are being auto-assigned just fine in my v1.51 games. Do you have enough officers of the proper rank? Did you manually assign any positions yourself?
Got a bunch. You kept a eye on all your ship positions that they didn't go empty for a bit?
They are filled fine when ships are build, so unless you check every few weeks you might not see it
Save your game, and then use SM-Add to add 1000 Military Academies to Earth. Let the officer generation roll for a few turns, and watch the empty spots get filled. It may be that you didn't have enough properly-ranked officers with necessary bonuses to fill the spots, or something along those lines?
Dude I got 79 available and 2 science jobs. No way I didn't have any suitable. And just happen to get one on the same "tick" as a new ship is build...
Edit: As an aside, would be nice if the events told you when promotion removed a commander from a position. Same as when they die.
I can confirm that ship officers are not auto-assigned unless the ship commander auto-assignment occurs. I had a science officer that was promoted and there were 7 others of the same rank but lower skill bonus that didn't get filled in until a new ship is built or a commander got promoted and replaced by a new officer, then all other position officer gets filled in.
Don't forget to check tanker for both, and to put a reasonnable number for minimum fuel (miscelanous tab)
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct). It happens again everytime when I discover new system.
I'm seeing a behavior in my current game where Earth has 20,000 maintenance capacity, there are about 12,500 parked there, and they're still experiencing maintenance failures while in the middle of overhaul there. FWIW, I didn't build sufficient Maintenance Facilities until after all of the ships arrived and started overhaul, in case it's a matter of that state being checked at the start of overhaul or arrival at a body, rather than each tick. Database attached.
Additionally, I now get a 1530 Object refernce not set to an object error which might be related to officers - and ever since I captured some POWs from the Alpha Centauri System NPR I get frequent "Prisoner breaks" as I envision them - a message in the log stating that an enemy groudn force was defeated and 0 reparations have been Paid, which results in an empty enemy Population conquered Pop on Earth.
Quote from: insanegame27 link=topic=10756. msg123655#msg123655 date=1587001872Function #2217: An item with the same key has already been addedAnything on this?
pops up whenever I try to open summary, industry, mining or research tabs. Was in 1. 4 and was also reported by me in 1. 4
db file:Code: [Select]https://drive.google.com/open?id=1K917C9oyTqJzS81T8QNvwtkrGlE0x1YN
The civilian shipping contracts interface does not accept decimal amounts for shipping. Normally this isn't an issue, until you decide you want to modify a shipment like this from 0.3 to 1.3:
Somebody already reported the graphical error present when designing ships, regarding jump drives and copied classes didn't they??
If not then please see attached. It had a Jump Drive at one point in the design stage. Then it was removed and the jump rating remains. Closing and reopening various windows and even restarting Aurora fail to clear the ships jump rating. Unsure if this allows those ships to jump or not.
When adding a tech to the queue, and then removing it from the queue, it doesn't re-appear in the list of available tech to research, unless you reload the list by changing the category and going back. This happened on a fresh game.
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.
I'm getting a very similar bug when I design a mine buoy. The #2044 Object reference is not set to an object popup (and perhaps similar if not identical popups) comes up every time I click on missile design. The pick engine size seems to work temporarily but the next time I launch it, I get the same errors again.
Hope this helps and thank you for continuing on this game all this time!
Here's a display bug: While officers no longer get assigned to civilian ships, civilian ships still appear as possible assignments in the officers screen.
See attached. Simply open up design a missile. I think this bug caused another that makes designed missiles dissappear.Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.
I'm getting a very similar bug when I design a mine buoy. The #2044 Object reference is not set to an object popup (and perhaps similar if not identical popups) comes up every time I click on missile design. The pick engine size seems to work temporarily but the next time I launch it, I get the same errors again.
Hope this helps and thank you for continuing on this game all this time!
Can you share a DB with this problem, thanks.
Economics window
(Minor Bug) Compare button does nothing (not sure what it is supposed to do TBH)
View Technology window
(Bug) Prototype weapons and turrets and engines appear in the component list as if they are normal components (with no P after them). Not sure if the intended behaviour is for them to appear at all or if they should have a (P).
(Possible Bug) Ground forces don't appear to suffer morale loss if they are in transport ships. I searched the C# changes list and I couldn't see it mentioned as being changed. Also it looks like cryo drop pods are removed completely (there are only normal, boarding and drop pod versions that I could find).
(Error) When designing an STO, clicking on Weapon Type (above the list of weapons gives this error "Function #1871: Object reference not set to an instance of an object. "
(Error) If you click Field Position when you have an element selected you get error message "Function #1870: Unable to cast object of type 'av' to type 'f4'. "
(Error) If you click Clear Hierarchy when you have an element selected you get error message "Function #1886: Unable to cast object of type 'av' to type 'f4'. "
Missile Design
(Possible Bug) If enhanced radiation is researched, a missile with WH 1 will change to WH 0 Rad Dmg 2 if the box is ticked. A missile with effectively 0. 5 WH will change to Rad Dmg 1 if the box is ticked. Are either of these supposed to be possible?
Class Design
(Error) If you type in . for deployment time (I was trying to type . 5) you get this error message:
Unhandled Exception
Input string was not in a correct format
(this is in a different format to the normal Aurora error messages, if you want I can send you the full details)
(Error) If you type in ". " for armour value you get this error message: Function #263: Input string was not in a correct format.
My ground units all got deleted again.
I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies
One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.
Commecial line built sorium havesters before I researched the tech.
This one was pretty wild. I had a stabilization ship stationed on the Proxima Centauri side of the Proxima Centauri/Sol jump point to keep an eye on a neutral NPR that had positioned ships there, when both sides were attacked by the Swarm. The jump ship retreated, but exploded a few hours later due to the new acid damage.
While this was going on, I encountered a Function #327: Object reference not set to an instance of an object exception.
Trade good infrastructure (both types) is not added to the producing planets infrastructure supporting the population.
While regular Infrastructure is exported and added to the receiving planet's infrastructure as expected (if there is a surplus to export) LG Infrastructure is not traded at all.
My ground units all got deleted again.
I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies
One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.
Is anyone else suffering a similar problem where all ground units vanish?
I'm not sure if Squadron Transit by sub-fleet is working or not, or if perhaps I misinterpreted what it should mean. When giving the order, my fleet will approach the target jump point (unexplored) and split into it's various sub-fleets, and then report that orders are completed without actually jumping through. They will then remain as their sub-fleets, never re-converging into the main fleet on the other side.
I had actually tested and made a mistake initially as I had one too many ships in each sub-fleet. and each sub-fleet reported itself as being unable to complete the transit and the fleet remained as its whole self. This begs the question of whether the fleets are supposed to split permanently or if something is failing during the jump attempt and they simply aren't recombining.
Fuel efficiency is still shown as a drop down in the shield project menu, even though it has no use.
Event log color settings do not seem to save
I was messing around in the System View in Federated Nations, and had an unexplored jump point. I was not in SM mode. I hit the "Enter JP," button.
Error in function 3102: Object reference not set to an instance of an object.
I suspect this is something to do with having no generated system on the other side to enter, in which case some sort of more obvious error could be presented.
Medal Management window prevents opening of any other windows. I believe, that it is the only window that works this way so I presume that it is not intentional.
20 years in 1 NPR, found some precursors a couple years back (probably not related)
I suddenly get this error while passing day by day.
Game continues as normal.
v1.5
Something is fishy about fuel tankers. The standing order 'Move to Gas Giant with Sorium' does not appear to work. The tanker stays at the colony, with no orders, with a sorium gas giant in-system. Equally, 'Transfer Fuel to Colony' conditional order does not appear to work, again no orders issued. Lastly, when I manually ordered my tanker to transfer fuel to colony, it transferred 100% of it's fuel to the colony, and did not retain the 5% which I set in it's design.
Back in v1.4, the 'transfer fuel to colony' part was working correctly, though the standing order was not. This is using a colony in another system, not my homeworld. But it has refueling ability, and a small population.
I have a sector leader with mining 20 percent bonus but on the mining screen it says 1 for sector (and 1.05 for governor which is correct).
Well, since the version 1. 0 the game is overall unplayable to me. Any attempts to create a new game (Conventional) even on *sol* system generates a error, no map is launched and on top of that, the game windows are way too big for my screen and t is in such nature that even infinite screen cant solve the problem because when i try to scroll the window just cuts the rest of the information. Not even moving the window solves this. So i lose most of the information of the screens anyway.
It is version 1. 5. 1 and i still havent played a single game because of all this.
I've encountered a bug, and it seems to be there in all the versions.
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up. I'm going to have tot translate the message as my PC is not in English. It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.
I have a sector leader with mining 20 percent bonus but on the mining screen it says 1 for sector (and 1.05 for governor which is correct).
Is the system definitely assigned to the sector?
Here's a database I saved while getting a stream of 1512 null reference errors, apparently infinite in length. These errors started just after I jumped into Procyon, so presumably something has gone wrong with generating the system.
I've encountered a bug, and it seems to be there in all the versions.
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up. I'm going to have tot translate the message as my PC is not in English. It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.
A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8 (https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8)
So regardless of performance improvements there is a hard limit on how long running games you can have there :)
Interesting - I didn't know that :)
Does that scrap any plan for a follow up to Crusade? I rather liked that AAR.
I think I've got a bug with diplomacy.
Problem: Function #1530: Object reference not set to an instance of an object.
Event log message
Alien Communication ==> Sirius ==> DIP Royal Sovereign has received an unintelligible communication from XX Dvora 001
I have a very basic diplomatic ship in orbit around the alien home world, after it arrived the #1530 error started.
Previously failed unintelligible communication with a GRAV Survey vessel in the same system didn't cause any problems.
If i move my ship away from the planet the error stops, if i move it back to the plant the error starts again.
I hope this helps & thx for all your hard work.
Civilian Garrisons use your Ground Officers. Not sure if intended, but if so your own units should probably take precedence.
Also not really a bug but QoL feature request - would be nice if when you drag a missile to the FC instead of the launcher, it would assign that missile to all launchers under the FC.
In 1.5.1 after building a diplomatic ship, I keep getting Function 1530 bug almost every turn. Communication messages in the events window have also stopped occurring - I don't know if that's because that race no longer refuses to speak to me or because there is a bug. I'm 25 years into my campaign at this point.
EDIT: There is an alien ship in my system, it's been standing near a jump point for about a year now.
My ground units all got deleted again.
I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies
One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.
Is anyone else suffering a similar problem where all ground units vanish?
Quote from: bubbaisagod link=topic=10756. msg124428#msg124428 date=1587120585I think I've got a bug with diplomacy.
Problem: Function #1530: Object reference not set to an instance of an object.
Event log message
Alien Communication ==> Sirius ==> DIP Royal Sovereign has received an unintelligible communication from XX Dvora 001
I have a very basic diplomatic ship in orbit around the alien home world, after it arrived the #1530 error started.
Previously failed unintelligible communication with a GRAV Survey vessel in the same system didn't cause any problems.
If i move my ship away from the planet the error stops, if i move it back to the plant the error starts again.
I hope this helps & thx for all your hard work.
Your database seems to have a lot of ships and fleets and shipyards that don't belong to a race so it won't load. No idea what is happening there.
I have a sector leader with mining 20 percent bonus but on the mining screen it says 1 for sector (and 1.05 for governor which is correct).
Is the system definitely assigned to the sector?
I have a sector leader with mining 20 percent bonus but on the mining screen it says 1 for sector (and 1.05 for governor which is correct).
Is the system definitely assigned to the sector?
A separate user on the Discord also reported this bug, and showed screenshots showing that he had indeed put Sol in the sector successfully, and definitely had a Sector Governor with a mining bonus. He also closed and reopened display screens and progressed time past construction ticks, but the Sector Mining bonus stayed at 1.0.
When I asked him to save and completely restart Aurora, he confirmed that it *did* cause the Sector Mining bonus to update and display correctly.
My ground units all got deleted again.
I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies
One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.
Is anyone else suffering a similar problem where all ground units vanish?
I have had similar but assumed it was down to my own idiocy.
It happens when you delete a hq level with subordinate hq levels.
They then appear on the planet (but clicking directly on the planet) and cost wealth but disappear from the drop-down menu and are unselectable.
Event log color settings do not seem to save
That is working for me.
I've encountered a bug, and it seems to be there in all the versions.
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up. I'm going to have tot translate the message as my PC is not in English. It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.
A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8 (https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8)
So regardless of performance improvements there is a hard limit on how long running games you can have there :)
Interesting - I didn't know that :)
Does that scrap any plan for a follow up to Crusade? I rather liked that AAR.
There will be a follow-up but I doubt it will last several thousand years of in-game time.
My ground units all got deleted again.
I had built a planetary defense division, the OOB was:
Planetary Defense Division HQ
->3x Planetary Defense BDE HQ
-->2x STO Laser BN HQ
--->2x STO Laser Batteries
-->2x STO Railgun HQ
--->3x STO Railgun Batteries
-->1x Engineering BN
--->3x Engineering companies
One moment they were there, the next they were gone. All that remains on Earth is a single Engineering CO. Dunno if that's a clue. Database is attached.
Is anyone else suffering a similar problem where all ground units vanish?
Event log color settings do not seem to save
That is working for me.
I've had this problem too since the first version. I have to reset all my colors every time I open the game. Mentioned it as a minor nuisance back in 1.0 or 1.1 bug report list, figured it was not a high priority (with new starts every version, I expect to have to redo it a few times :D ) But, within a save game it would be nice. Not sure what's up tho if it's working for you :(
I went poking this a bit more and it seems like setting just the text color is not saving.Event log color settings do not seem to save
That is working for me.
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship? Just noted this as I was going thru creating a survey command ship.
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship? Just noted this as I was going thru creating a survey command ship.
It really should be flagged as a 'bad design", since it won't be able to jump. Military jump drives only work for military engines, and commercial jump drives only work for commercial engines...
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship? Just noted this as I was going thru creating a survey command ship.
It really should be flagged as a 'bad design", since it won't be able to jump. Military jump drives only work for military engines, and commercial jump drives only work for commercial engines...
I have the following issue:I am currently having the same issue described above (v1.40 thread) in my game. I have an infantry brigade and an artillery battalion both underneath the same parent HQ formation, but attempting to drag the artillery battalion onto the infantry brigade assigns the artillery as a child formation instead of supporting it. DB is attached.
I'm adding an army through SM, I've created a brigade with four battalions and two artillery batteries. Now, as far as I know, formations under the same parent formation can support each other, and indeed, one infantry battalion, when dragged on top of another, gives support, however, I want the artillery batteries to support the infantry battalions, but whenever I drag them over to add suport, they are added as a sub-formation of the battalion. In practice, the artillery battery gets attached to the infantry battalion.
I just noticed this in my 1. 4 conventional start, so I'm not sure if this bug still exists in 1. 5. 1 but i figured it was still worth reporting, just in case
One can develop fighter pod bays even without Trans-Newtonian tech research and before researching the requisite Fighter Pod Bays tech
v1.5.1I can confirm that. I actually reported it in 1.5 bug thread.
'Assign Sub-Fleet' in the Ship Combat panel copies the current weapon/FC and targetting to all identical classes in the whole fleet, not just the current sub fleet.
Fatal crash to desktop on Mono/Linux.
Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono).
Sadly, there's one corner case that seems to have cropped up around Passive Sensors display. It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System. Drawing. Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object. (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion. However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor. The GC thread however, still sees the Pen in the GC queue and tries to clean it up again).
If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux.
Thanks!
Fixing bugs that affect non-Windows is low priority at the moment. However, I can take a quick look. Does this affect ship passives, population passives or both?
This bug affects both planet and ship passives, as well as ship actives. We haven't managed to test yet, but suspect it also affects missile sensors, and probably planet actives if those are even a thing now.
We really appreciate your willingness to take a look. It's quite understandable that non-Windows users are a low priority, especially right now.
When checking designed missiles in the view tech window, missile size is shown in tons instead of in MSP.
The [Set Speed] Button in the Naval Organisation does not work correctly.
Setting a Speed will only show after switching to a different fleet and back
You can enter "0" and will get the error "#899: Division by Zero" after switching to the fleet
The Speed returns to the max possible value if you advance time
Do Termal values now reduce in a liniar manner with the speedsetting compared to the max speed?
I would like to creep up on Xenos
Quote from: Steve Walmsley link=topic=10756. msg124556#msg124556 date=1587135025Quote from: Kristover link=topic=10756. msg124005#msg124005 date=1587054608Steve, any idea if the next patch is going to be 1. 5. 2 or if it is going to be 1. 6 and require a new game? Been doing test games to date and thinking the game from the current bug reports might be ready for my first 'REAL' game.
It will be v1. 6. It includes some database fixes.
Is it workable to only update the exe and not the DB if we have a game going already, to get some of the bug fixes in? Or does the 1. 6 exe depend on the 1. 6 DB to function correctly?
Also, I am a bit curious about the types of changes being made in the DB - is there something fundamental that prevents any kind of DB migration so that existing saves can be maintained across updates, or is it just something you haven’t worried about/looked into?
Don't know if the have already reported.
BUG: you can drag'n'drop gournd forces to other planets
BUG: The Artifacts tab on the Tactical Map does not show all Ruins and Anomalies.
After they where discovered by my geo survey ships i did try the "Refresh Tactical Map" Button
but they where sill not shown.
A few years in the game, the natural Ruin on Mercury and the natural "Logistic: 100%" anomaly on Mars
are listed, but the SM added Ruin on Mars is still missing.
Edit: Sending a XENO Expedition to Mars i discovered that the Ruins I SM added
seem to have been converted to an Anomaly "Alien Installation: Logistics 100%"
Sure thing: https://www.dropbox.com/s/k3qiz3f5lbzaql2/AuroraDB2.zip?dl=0Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.
I can't reproduce. If it happens again, please attached the db.
Just load up and click on design missile and you should get the error.
~edit: In starting this up to check some stuff, I realized several missiles I designed are no longer in the game. You can see their names in the ordnance industry tab, but they don't show up anywhere else. The entire Mk2 series of missiles are gone.
I am getting a Function #914: Out of memory error during exploration. Not sure if it is directly tied to system generation. Sometimes it goes away after a few clicks, this time it is being constant. Task manager only reports between 125 and 170 MB of ram usage. Crashes the game when I attempted to save the DB. I am attempting to reproduce the bug, but the behavior isn't showing up this time, so it might be related to the fact that the game has not been shut down in a few days.
STOs seem to list a Min Range vs Missile for their sensor, which I assume should be Max Range vs Missile.
Some AI ship is using energy weapon that deals 0 damage at 0km range.
You could check the events in the attached save file.
Just to add onto this, here is LuciusSulla's event log in question, to illustrate:
(https://i.imgur.com/3ZwXirP.png)
The shots were fired against a survey ship with 1 armor layer.
Don't know if the have already reported.
BUG: you can drag'n'drop gournd forces to other planets
BUG: The Artifacts tab on the Tactical Map does not show all Ruins and Anomalies.
After they where discovered by my geo survey ships i did try the "Refresh Tactical Map" Button
but they where sill not shown.
A few years in the game, the natural Ruin on Mercury and the natural "Logistic: 100%" anomaly on Mars
are listed, but the SM added Ruin on Mars is still missing.
Edit: Sending a XENO Expedition to Mars i discovered that the Ruins I SM added
seem to have been converted to an Anomaly "Alien Installation: Logistics 100%"
Ground force drag/drop fixed. I had code to check when you dragged to pop, but forgot the code to check when you dragged to formation on different pop.
I have changed Refresh to refresh the race instead of the system, which should solve a few issues in this area. The same system will remain selected.
I suspect there is something odd going on with player created ruins, but I haven't figured it out yet. Do you know if you clicked the random ruin button more than once on the same planet?
"Remove last/all" button in Naval Organization deselects the target but leaves the actions for the target visible.
not sure this counts as a bug, but it'd be nice if when creating a new project, the best electronic hardening and thermal reduction technologies were the default (instead of the worst)
I had two subfleets of Battle Fleet called "1st Fleet" and "Home Fleet". Home Fleet had three subfleets of four ships. I Detatched Home Fleet, and it showed up as an empty fleet, and there was no way to find the ships that were supposed to be in it - the class window showed them still existing, but they didn't show up anywhere. I reloaded, set up a subfleet with subfleets, and detatched the first level fleet again. Exact same result - detatching a subfleet that has subfleets removes all subfleets and casts the ships in them into Limbo.
Reproduced and fixed.
I had a similar bug today, its different enough I figured I'd mention it in case your fix doesn't also cover it.
Issue: using the 'divide into single ships' order with a detached sub-fleet made out of ships landed in a mothership causes said ships to be eaten by the space kraken and disappear. This has a follow on effect of making it impossible to assign ships to said carrier. Restarting the game allows new ships to be assigned. Choosing to detach a single ship into a fleet, then adding other docked ships to it and using the 'divide into single ships' order has a similar effect, with the difference being that the originally detached ship doesn't get deleted. Combining the carrier with a different fleet causes the deleted ships to reappear (highlighted to provide people who encounter this issue a workaround). This issue occurs with both fighters and FACs. This issue appears to be related to ships being docked in a mothership.
How to reproduce:
1) Create ship with hanger space, assign and land ships in it using the 'land on specified mothership + assign' order. Advance time 5 seconds. Create a subfleet within the carrier's fleet and move docked ships into the subfleet. Detach said subfleet and order it to 'divide into single ships' in the same place as the carrier (tested locations: population, jump point, and the carrier's fleet). Advance time 5 seconds. The detached subfleet will have disappear from the Naval Organisation window with no error produced.
2) Order additional ships to land onto the carrier using the 'land on specified mothership' command (+assign and don't assign has no impact on this step). Advance time 5 seconds. The ships ordered to land will have remained in their own fleet and won't have been assigned. No error message is produced.
3a) Combine carrier with new fleet. Deleted ships should reappear; 3b) Save and exit the game. Restart. Order ships to land onto the problematic carrier. New ships will land with no problem.
Some other issues I found testing this: [major] ships equipped with commercial hangers apparently cannot be selected using the 'land on specified mothership' order (both functions) and thus cannot be used at all, [minor] commercial hanger deck isn't included in the 'Hanger Deck' category in the ship design menu and instead sits underneath the 'command and control' category - is this WAI?
Quote from: Steve Walmsley link=topic=10756. msg124522#msg124522 date=1587132269Quote from: rainyday link=topic=10756. msg123909#msg123909 date=1587046802My new 1. 5. 1 game after about 15 years suddenly started throwing:
"Function #1512: Object reference not set to an instance of an Object" from the events window.
The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred. Nothing in the event log explaining the interruption.
I hit okay a bunch but it seems to reoccur forever. Had to kill the game from the Task Manager.
Can you send the db?
I'm also seeing "Function #1512: Object reference not set to an instance of an Object". For me it happens when I try to advance time.
I don't know if it's related, but since the message started appearing, time has started to become a bit weird. In the event log, you can see the game going from October -> November -> October of the same year.
Zipped DB attached.
(BTW - thanks for making this game. I had great fun with the VB6 version many years ago, and am enjoying rediscovering the game)
Same issue for me, just completed a grav survey and whilst i had a message to say the survey was complete no messages about no more orders for the survey ship in question
1.5.1
There seems no way to add missile engines larger than 5MSP, or multiple missile engines to a missile design. A single 5MSP engine is simply too small for large missiles.
Is this intended?
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.
Yes, because there would be no point in refitting a ship of a class to the same class.
But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".
Not seen it reported yet and it strikes me as potentially unintended, the "Troop Transport Bay - Large -Drop Pod Equipped" component is flagged as commercial.
I can understand maybe regular transport bays being civilian, but drop-pod capable seems a bit suspect?
Then again, given their component size... making them military would require dedicated small number of drop-pod focused designs... so..... ??? ??? ???
After a couple of years (30 - 40) i get #2088 Error. At first it is only once per time increment but it gets worse.
Now i played 60 years and i get 4 of theses errors everytime i increment time.
No crashes so far with this error.
I searched the forum if someone else had this issue, but i couldn't find anything.
Edit:
Random Stars
Conventional Start
I think that for the starting year you should limit the input to ±9000 years. For completion dates you could trap the exception and display a placeholder text like "?" or "heat death of the universe" or something. Of course then you still have to handle it suitably when sorting by completion date, but robustness is never simple.
While refitting a ship to a different class, it's available for use.
I had a scout that while it was refitted, went through a jump point and discovered a new system.
In the new system it finished refitting.
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct). It happens again everytime when I discover new system.
Quote from: Kayser90 link=topic=10756. msg124693#msg124693 date=1587150767After a couple of years (30 - 40) i get #2088 Error. At first it is only once per time increment but it gets worse.
Now i played 60 years and i get 4 of theses errors everytime i increment time.
No crashes so far with this error.
I searched the forum if someone else had this issue, but i couldn't find anything.
Edit:
Random Stars
Conventional Start
What is the error text?
It appears that Unit health isn't considering genetic enhancement. I have repeated instances of reloading a save removing any and all Capabilities a unit has, reducing hp back to normal value, instead of the genetic modification health modifier.
It appears immediately saving after making the unit and reloading, however, Means the unit keeps it's capabilities
Quite easy to reproduce bug:
1. Have a ship that is stranded without fuel.
2. Use a ship with a the tractorbeam to bring it home. Both ships should be in the same fleet now.
3. Without releasing the tractor beam, make a new fleet in the fleet window by detaching the ship that was stranded.
4. The once stranded ship now has a speed of 300. 000 km/s. After receiving an order, it will rush to the end of the universe, because it cannot change its speed anymore and will never slow down.
The problem is that detached ships should not be still docked when in a different fleet than the mothership. This was being checked for non-sub-fleet detachment so I extended the same code to cover sub-fleets.
You can attribute more lab than the maximum for a scientist :
(https://i.ibb.co/ZJ1Dt8J/Capture.jpg) (https://ibb.co/0XVb8MX)
The game doesn't check if you the number typed in assign research research facilities is too big compared to the max labs of the selected scientist.
Also quality of life suggestion : If you have say 10 research lab available, and you click on a scientist with only 5 max labs, assign research facilities automaticly goes to 5, wich is great.
But when you click on another scientist wich has more than 5 max labs, assign research facilities doesn't automaticly update to the maximum number of labs you could assign, wich would be nice.
Refueling Options. Can we get a tankers start with 10% fuel and unload 90% fuel option. Some partial refuel orders would also help, though that can be accomplished by running short time intervals.
Quote from: Steve Walmsley link=topic=10756. msg124653#msg124653 date=1587148083Quote from: Lastof link=topic=10756. msg124155#msg124155 date=15870649751. 5. 1
Minerals page search doesn't work for Accessibility unless a non-zero value has been set for quantity, which seems like a bug (and if not might need making clearer somehow)
The search works fine with zero values.
Doesn't seem to for me, am I using it wrong?
Attached are two screen shots, in the first I have set Accessibility to 0. 4 for Duranium, but not changed the quantity from 0, then hit "Search", but bodies with less than 0. 4 accessibility still appear. In the second I have also told it that the body should have at least 1 Duranium, and now it does only show the bodies with 0. 4 or better accessibility.
Upon saving my current game, I recieve the error "Function #1462: Object reference not set to an instance of an object."
It appears to finish the save without issue, and I don't see any major issues with time progressing. Closing and reopening the game shows no errors.
In case you wanted to look deeper, I've included the db.
Continuing to step time forward, I notice that eventually "something" will trigger auto-assign to assign all the various missing positions all in one go again if you keep stepping time forward. Does auto-assign not operate on every construction cycle or something? It happens very irregularly for me, leaving long periods of time where random ships are missing random officer positions.
Probably just a minor thing (Acutally, might not be a thing at all. . . :P), but scrapping all ships in a fleet deletes the fleet. Might not usually be a problem--and might be working as intended (to keep clutter down) -- but I had a "Survey Fleet" w/ obsolete ships that I had scrapped. Went to move the new ships into the fleet. . . . it wasn't there.
No big deal. . . detach a new ship and rename the fleet as needed.
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct). It happens again everytime when I discover new system.
I am also now getting this on launch. Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load. Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.
Quite easy to reproduce bug:
1. Have a ship that is stranded without fuel.
2. Use a ship with a the tractorbeam to bring it home. Both ships should be in the same fleet now.
3. Without releasing the tractor beam, make a new fleet in the fleet window by detaching the ship that was stranded.
4. The once stranded ship now has a speed of 300. 000 km/s. After receiving an order, it will rush to the end of the universe, because it cannot change its speed anymore and will never slow down.
Not quite sure if this is a bug:
1. scrap a ship in orbit.
2. After the scrapping started, order the ship to fly somewhere.
3. It will still be scrapped regardless of where it is.
Combine both for scrapping ships with style.
Retired scientists show their current assignment as anassigned, instead of the research that they worked on.Just noticed this myself.
I am assuming NPR related, but I am getting "Function 2044: Attempting to divide by zero". Started in '25 with 3 NPR's. The error only happens on the 5 day pulses, not shorter ones.
Not exactly sure if this is related to the 914 errors I had earlier, but I have a reproducible Function 915: Out of Memory when zooming out past 103b km Accompanied by the occasional Function 1618: Collection was modified; enumeration may not execute. DB attached.
The error seems to abate at around 10LY out and only seems to happen in complex systems, as I was also able to reproduce it in Epsilon Indi. In EI I get the same Function 914: Out of Memory Error I made in a previous post.
I remember someone mentioning this but could not find the reference. Maybe it was an earlier patch.
When I zoom out past 432 billion a series of pop ups occur: Function #1618 Collection was modified; enumeration operation may not execute.
Function #915: Out of memory.
It throws several of the pop ups. It happens regardless if fresh start of client or not. Sometimes I can get out to LY sometimes not, if I restart client but it always throws the pop ups if I Zoom out
Hi Steve,
Love the game, it's truly impressive.
If you start a new game, click create game, then click cancel when presented with the race creation menu, it will continue and create a galaxy (which seems like unexpected behaviour). Furthermore, there will be an empty map and scrolling with the mouse wheel will throw a null reference exception at function #1616.
Cheers
Some AI ship is using energy weapon that deals 0 damage at 0km range.
You could check the events in the attached save file.
Just to add onto this, here is LuciusSulla's event log in question, to illustrate:
(https://i.imgur.com/3ZwXirP.png)
The shots were fired against a survey ship with 1 armor layer.
Is there anything unusual about the game. Where any NPRs set up with 0 tech points for example?
Please for the love of god, format the datetime strings, it's very simple to do, and will save people having to set their system datetime settings, and ensure some consistency.
something along the lines of:
string format = "hh:mm:ss dd MMMM yyyy ";
string dateString = dateTime.ToString(format));
would result in eg: 12:05:42 18 April 2020
You'd have to ensure that September fits as it's the month with the most letters. if you use numerals for months, it'll be shorter but people will likely get confused on the order of days and months.
Edit: Actually, a bit more playing around, I've found you can use three MMM and just get the abreviated month:
string format = "hh:mm:ss dd MMM yyyy ";
results in:
12:05:42 18 Apr 2020
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct). It happens again everytime when I discover new system.
I am also now getting this on launch. Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load. Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.
Loading without issue. Whatever was causing this problem is apparently fixed. Did you create any ruins manually?
Some AI ship is using energy weapon that deals 0 damage at 0km range.
You could check the events in the attached save file.
Just to add onto this, here is LuciusSulla's event log in question, to illustrate:
(https://i.imgur.com/3ZwXirP.png)
The shots were fired against a survey ship with 1 armor layer.
Is there anything unusual about the game. Where any NPRs set up with 0 tech points for example?
No. I started with 1 NPR with default settings.
I encountered another error message, it repeats every 5 days:
Function #1551: The given key was not present in the dictionary.
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct). It happens again everytime when I discover new system.
I am also now getting this on launch. Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load. Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.
Loading without issue. Whatever was causing this problem is apparently fixed. Did you create any ruins manually?
That is strange I continue to play this save and I still get the error when I launch Aurora and when I survey new system. Ruins were generated by the game.
Colonizing a planet after a CMC has been founded on them creates a separate entry in the Economics page. If you then send terraforming stations or ships to that colony, they only show up under the CMC, not in the new colony entry. Additionally, if you choose to hide CMCs, it becomes impossible to access the planet to perform any terraforming actions. Attempting to enter the terraforming details on the other entry results in no action taken.
Selecting a specific element and then trying to set field position results in the following:
I encountered another error message, it repeats every 5 days:
Function #1551: The given key was not present in the dictionary.
It looks a gas giant that is being harvested has run out of Sorium. If that is one of your ships, you should be able to fix it.
I'm also getting "Function #1530: Object reference not set to an instance of an object" errors. Specifically, this happens when a ship with a diplomatic module is present in the same system as aliens, and the aliens are detected by active sensors (so, when conditions for communication are met), regardless of whether the diplomatic ship is the one detecting them or not. If the diplo ship leaves the system, communication is attempted as normal. It may or may not be related to the fact that the aliens refuse to communicate - I'll find out when I meet a race that talks to me.
Hey Steve, this is a bug report from a user on the discord, he does not have a account just yet so I am posting it for him, here it is.
the bug: not being able to assign fighters to a space station which does not have anything in it, the assignment to ship menu does not show up. not a conventional start, and not a random stars game. it happens every time i try to add my fighter to the space station campaign is 20 years old
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct). It happens again everytime when I discover new system.
I am also now getting this on launch. Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load. Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.
Loading without issue. Whatever was causing this problem is apparently fixed. Did you create any ruins manually?
That is strange I continue to play this save and I still get the error when I launch Aurora and when I survey new system. Ruins were generated by the game.
Its because I have an updated version of the code that handles the problem without causing an error.
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship? Just noted this as I was going thru creating a survey command ship.
Getting a bug where if I set to unload 1 mass driver it just unloads all the mass drivers in cargo. I haven't tried with more mass drivers than I have ships in my cargo fleet, but I do only load the requested number of drivers
Designing a Gauss Turret creates an already researched component if you click on [Prototype] in the Turret Design Screen
v1.5.1I can confirm that. I actually reported it in 1.5 bug thread.
'Assign Sub-Fleet' in the Ship Combat panel copies the current weapon/FC and targetting to all identical classes in the whole fleet, not just the current sub fleet.
In my case, I had several levels of sub-fleets, and when trying to assign targets on the lowest one, it worked for the entire fleet (for the same class ships).
Regarding the minimum resolution of 1440x900 compared to the old x1024. This made me happy due to my 1600x900 display. I took this to mean no more panels will be cut off at the top and bottom and what not, however most of them still are.
It seems the panels were sized with the full 900px height in mind and didn't take into account the taskbar height (which you can tell, when hiding the taskbar it all looks perfect, but is highly annoying to have to do for one game) which means that the taskbar cuts into a lot of the panels. Which is kinda frustrating since I'm sure you worked very hard trying to keep the panels to fit that height so the game would be more accessible but is now ruined due to a small oversight.
A suggestion would be to make the UI buttons at the top slightly smaller to fit the taskbar. The taskbar is 40px high. When planning, the panels should've been worked on with 1440x860 in mind and not 900.
Designing a Gauss Turret creates an already researched component if you click on [Prototype] in the Turret Design Screen
Is it definitely a normal component and not a prototype component?
Fuel Consumption and Training continues during Overhaul
Designing a Gauss Turret creates an already researched component if you click on [Prototype] in the Turret Design Screen
Is it definitely a normal component and not a prototype component?
Quote from: SpaceMarine link=topic=10756. msg124960#msg124960 date=1587179132Hey Steve, this is a bug report from a user on the discord, he does not have a account just yet so I am posting it for him, here it is.
the bug: not being able to assign fighters to a space station which does not have anything in it, the assignment to ship menu does not show up. not a conventional start, and not a random stars game. it happens every time i try to add my fighter to the space station campaign is 20 years old
What do you mean by 'a space station which does not have anything in it'?
v1.5.1
With either of the 'Lost contacts' options enabled, lost contacts appear to be updating position/data.
Database attached with this occuring in Tau Ceti.
Also, a 'lost contacts 1 day' would be a nice addition for lost contacts on a more tactical timescale.
Got a strange bug related to officer ranks and administration positions... The game hangs while performing a specific sequence of operation with a specific officer.
First, here is the database (http://petit-creux.fr/vrac/aurora/AuroraDB.db)
With this DB, perform the following actions :
- Open the commanders window
- Select Rear Admiral Abigail Clayton
- Select the Naval Admin Commands jobs. -> A list of all the various departments should appears. An admiral is required for the top most command, a Vice admiral for the Formation Department
- Demote Abigail to Commodore -> The ranks required for the TSDI Navy switch to Vice Admiral, the rank for the Formation Department switch to Rear Admiral
- Promote Abigail to Vice Admiral -> The rank required jumps to Sky Marshal for the TSDI Navy and to Admiral for the Formation Department
- Promote Abigail to Admiral -> Game hangs. Probably because it looks for a higher rank than Sky Marshal for the TSDI Navy command.
It also happens with most of the commodores when promoted.
Furthermore, there's no "rank jumping" with several of the other commanders. For example, promoting her fellow Rear Admiral Kate Herbert don't change the required ranks at all.
Important context for investigation : I messed with the ranks, adding a new bottom most level (Lieutenant) for all freshmen. As you can only create a new top most rank (as far as I know), I renamed all the ranks.
Create Research project
Magazines
(Bug) You can select Structural shell for the armour component, this provides more capacity than normal armour (only tested up to composite).
(Possible bug) Base HTK is 1 for magazines where HS <= 3. Base HTK is 2 for magazines where HS >= 4. This means that a magazine with size 4 and selected HTK 10 will show as HTK 11 which looks odd. Also this doesn't match the SQRT(HS) which engines use and the selectable HTK doesn't control (completely) the HTK of the component. If WAI, possibly the selectable HTK should be renamed Bonus HTK?
(minor bug) Magazine size caps at 199 HS, I think most people would expect the list to end at a round number like 200 (also props for putting so many individual ones in)
Create Research project
Meson Cannons
(Minor bug) Capacitor recharge rate is listed in the opposite direction to other weapons (eg lasers) this means that the default selection is 1, not the largest (at first I thought that you had changed the power requirements for mesons as part of a balance change)
not sure this counts as a bug, but it'd be nice if when creating a new project, the best electronic hardening and thermal reduction technologies were the default (instead of the worst)
another "not sure this counts as a bug":
commanders automated assignment only assigns commanders of the exact rank, and never of a higher rank, even if they are unassigned
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship? Just noted this as I was going thru creating a survey command ship.
Military jump drive is a commercial system. Its confusing because there are two separate commercial/military commercial distinctions; one for engines and one for maintenance. In this case the military (engines) jump drive is a commercial (maintenance) component.
I probably need alternative description for one pair.
Quote from: Steve Walmsley link=topic=10756. msg125110#msg125110 date=1587209360Quote from: Kayser90 link=topic=10756. msg124693#msg124693 date=1587150767After a couple of years (30 - 40) i get #2088 Error. At first it is only once per time increment but it gets worse.
Now i played 60 years and i get 4 of theses errors everytime i increment time.
No crashes so far with this error.
I searched the forum if someone else had this issue, but i couldn't find anything.
Edit:
Random Stars
Conventional Start
What is the error text?
Function #2088: object reference not set to an instance of an object
something like that
v1. 5. 1
Under Class design, after selecting a design.
Under Miscellaneous tab, typing "-" in Commander Priority immediately gives error "Function #264 number format is not correct" (not English system). When I was trying to type "-1" in full. . .
Unless I missed something, grav survey ship with standing orders will survey/cross systems that are flagged as owned by another race. I've tried to flag it as military only, and block fleet movement route, but the ship still came in mass twice, causing a war ith the NPR and the destruction of around 20 survey ships.
I've managed to stop geosurvey ship to come here by baning every body on the system, because they were coming too at first.
Hello Steve.
I don't know if this error has already been demonstrated.
https://imgur.com/a/ZPiYUBD
"object reference not set to an instance of an object"
And next one.
Picture 3-4
I just pressed search. I didn't change anything
"invalid input string format"
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct). It happens again everytime when I discover new system.
I am also now getting this on launch. Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load. Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.
Loading without issue. Whatever was causing this problem is apparently fixed. Did you create any ruins manually?
That is strange I continue to play this save and I still get the error when I launch Aurora and when I survey new system. Ruins were generated by the game.
Its because I have an updated version of the code that handles the problem without causing an error.
I see, is there something I can do in my game to get rid of the error?
Here you go. There are two races you can test it on, one in WISE 0855-0714 (I have ships there), and another in Lacaille 9352, with a pop on Lacaille 9352-A II and two ships orbiting. The latter race is hostile, but if you keep ~2 Mkm away, you'll be safe.Quote from: Ardis link=topic=10756. msg124919#msg124919 date=1587173409I'm also getting "Function #1530: Object reference not set to an instance of an object" errors. Specifically, this happens when a ship with a diplomatic module is present in the same system as aliens, and the aliens are detected by active sensors (so, when conditions for communication are met), regardless of whether the diplomatic ship is the one detecting them or not. If the diplo ship leaves the system, communication is attempted as normal. It may or may not be related to the fact that the aliens refuse to communicate - I'll find out when I meet a race that talks to me.
Can you attach the db please.
Designing a Gauss Turret creates an already researched component if you click on [Prototype] in the Turret Design Screen
Is it definitely a normal component and not a prototype component?
Can confirm, had this happen to me.
hey, i replied to another thread with my same problem but i guess it belongs here. (sorry for inconvenience if someone has to edit that other post, or it get mixxed up with this)
ive got an error 155.
Its an Trans Newtonian start, but i started with 0 initial research / ship points. Game is at ~40-50 years in progress. Its an Random star System game.
I tried adding an research (i think it was Superdense Armor or Theta shield. I got an error with null pointer (object reference not set to an instance of an object). If i think correctly is was function 2160 but im not sure about this. Thought it would be smart to save the game, and text if it reproduces, but now when i start the game and click on any button it get an error 155 null pointer (object reference not set to an instance of an object). It appears like my race it gone.
link to db: https://drive. google. com/open?id=1anIbYvuM4CYDLxpWaSvolCeBqkET78Kl (sorry for the link, but my db is to big for forum)
if you need more information, feel free to ask, gonna keep an eye on here for a while (also im curious what just happened)
One of the spaceliner of my shipping line is jumping back and forth at a jump point.
You could replicate the bug by loading the attached save file. Check the jump point between Sol and New England, and pass time with 3 hour increment. The spaceliner with the weird behavior is called "SL Sharp L8 002"
You could also check the history of the said spaceliner. Since its creation, it loaded 1250 passengers from Earth, and started jumping back and forth at the jump point.
Quote from: Jovus link=topic=10756. msg124548#msg124548 date=1587134526Quote from: Steve Walmsley link=topic=10756. msg124542#msg124542 date=1587133912Quote from: cpw11 link=topic=10756. msg123938#msg123938 date=1587049998Fatal crash to desktop on Mono/Linux.
Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono).
Sadly, there's one corner case that seems to have cropped up around Passive Sensors display. It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System. Drawing. Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object. (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion. However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor. The GC thread however, still sees the Pen in the GC queue and tries to clean it up again).
If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux.
Thanks!
Fixing bugs that affect non-Windows is low priority at the moment. However, I can take a quick look. Does this affect ship passives, population passives or both?
This bug affects both planet and ship passives, as well as ship actives. We haven't managed to test yet, but suspect it also affects missile sensors, and probably planet actives if those are even a thing now.
We really appreciate your willingness to take a look. It's quite understandable that non-Windows users are a low priority, especially right now.
Yes, there is a pen that is held in the parent method and passed to many child methods, so I don't have to keep re specifying the parameters. I assume you are asking me to Dispose in the parent method?
Please for the love of god, format the datetime strings, it's very simple to do, and will save people having to set their system datetime settings, and ensure some consistency.
something along the lines of:
string format = "hh:mm:ss dd MMMM yyyy ";
string dateString = dateTime.ToString(format));
would result in eg: 12:05:42 18 April 2020
You'd have to ensure that September fits as it's the month with the most letters. if you use numerals for months, it'll be shorter but people will likely get confused on the order of days and months.
Edit: Actually, a bit more playing around, I've found you can use three MMM and just get the abreviated month:
string format = "hh:mm:ss dd MMM yyyy ";
results in:
12:05:42 18 Apr 2020
I will get around to looking at this. At the moment I am focused on issues that users can't get around.
Quote from: Bobbysepp link=topic=10756. msg124805#msg124805 date=1587161446Not exactly sure if this is related to the 914 errors I had earlier, but I have a reproducible Function 915: Out of Memory when zooming out past 103b km Accompanied by the occasional Function 1618: Collection was modified; enumeration may not execute. DB attached.
The error seems to abate at around 10LY out and only seems to happen in complex systems, as I was also able to reproduce it in Epsilon Indi. In EI I get the same Function 914: Out of Memory Error I made in a previous post.
Thanks. I have reproduced it, although not worked out how to fix it yet.
EDIT: Fixed. Nothing to do with memory. Apparently GDI throws that error for non-memory-related reasons. In this case trying to draw a circle with a radius close to zero. If you turn off active sensors before zooming out, the problem should go away. I suspect this might be related to the Linux error as well.
I've gone through and fixed other drawing code that might have similar issues.
Quote from: SpaceMarine link=topic=10756. msg124960#msg124960 date=1587179132Hey Steve, this is a bug report from a user on the discord, he does not have a account just yet so I am posting it for him, here it is.
the bug: not being able to assign fighters to a space station which does not have anything in it, the assignment to ship menu does not show up. not a conventional start, and not a random stars game. it happens every time i try to add my fighter to the space station campaign is 20 years old
What do you mean by 'a space station which does not have anything in it'?
That is correct - just manually call Dispose at the end of the drawing sequence in the parent method and after all the child methods. It should stop it becoming garbage for Linux and causing this crash. Many thanks :D
Quote from: cpw11 link=topic=10756. msg125230#msg125230 date=1587222401That is correct - just manually call Dispose at the end of the drawing sequence in the parent method and after all the child methods. It should stop it becoming garbage for Linux and causing this crash. Many thanks :D
I've added Dispose() in the parent methods for pens that are passed into child methods. Let me know if that works.
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship? Just noted this as I was going thru creating a survey command ship.
Military jump drive is a commercial system. Its confusing because there are two separate commercial/military commercial distinctions; one for engines and one for maintenance. In this case the military (engines) jump drive is a commercial (maintenance) component.
I probably need alternative description for one pair.
A quick fix could be calling "military jump drives" just "universal jump drives", which hints at the fact that they work for both military ships and commercial ships.
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship? Just noted this as I was going thru creating a survey command ship.
Military jump drive is a commercial system. Its confusing because there are two separate commercial/military commercial distinctions; one for engines and one for maintenance. In this case the military (engines) jump drive is a commercial (maintenance) component.
I probably need alternative description for one pair.
A quick fix could be calling "military jump drives" just "universal jump drives", which hints at the fact that they work for both military ships and commercial ships.
There are no "universal" jump drives now :D
Ships with military engines can only go through wormholes established by military jump engines, and ships with commercial engines can only go through wormholes established by commercial jump engines.
Steve, another fix might be to change the mechanic so that the jump engines have an engine power rating. Ships with more engine power than that disrupt the wormhole, preventing travel. This keeps the size and cost differences similar to what you currently have, while not overloading the terminology. Gives us more choices to make as well.
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship? Just noted this as I was going thru creating a survey command ship.
Military jump drive is a commercial system. Its confusing because there are two separate commercial/military commercial distinctions; one for engines and one for maintenance. In this case the military (engines) jump drive is a commercial (maintenance) component.
I probably need alternative description for one pair.
A quick fix could be calling "military jump drives" just "universal jump drives", which hints at the fact that they work for both military ships and commercial ships.
There are no "universal" jump drives now :D
Ships with military engines can only go through wormholes established by military jump engines, and ships with commercial engines can only go through wormholes established by commercial jump engines.
Steve, another fix might be to change the mechanic so that the jump engines have an engine power rating. Ships with more engine power than that disrupt the wormhole, preventing travel. This keeps the size and cost differences similar to what you currently have, while not overloading the terminology. Gives us more choices to make as well.
Are you sure about that? My commercial tanker only has a military jump engine, and it is able to jump and bring with him military ships without jump drives
Same issue for me, just completed a grav survey and whilst i had a message to say the survey was complete no messages about no more orders for the survey ship in question
It is obvious a widespread problem - I am just struggling to reproduce. Maybe I already fixed it without realising :)